nAo said:
DaveBaumann said:
Obviously this isn't a scientific test, but may give some thoughts.
The only thought it has given to me is that
this test is meaningless regarding PS3 since it doesn't resemble how RSX will work in that system.
Except that I was expecting a bigger hit on AA performances, too bad we don't even know if RSX will be able to AA FP16 render targets (at this time I don't think it will..)
That is not totally true. While I agree the actual NUMBERS are irrelevant, the IMPACT are interesting to at least consider. I think we would all expect, including Dave, that a PS3 game would be more optimized and would have a faster frame rate in these games if designed for the PS3. But that does not mean analysing potential impact is meaningly. Of course it is meaningful, it demonstrates that this CHIP, in this memory configuration, will require special care NOT to be memory bandwidth limited. Dave did say it was NOT SCIENTIFIC. Meaning, "The numbers are not important" but I think he was drawing our attention to the theme. While being in a closed box with dedicated software alieviates some problems, it is not a magic cure for AA, AF, HDR, etc.
As for if, or if not, the RSX will work this way in the PS3, it is fair to say SOME games WILL work this way. Obviously developers pushing the graphical end and willing to sacrifice CPU performance some can leech off the XDR pool so they can get fancy back buffer effects.
Which begs the question: Should not developers play to the strengths of the PS3? Would it not be best, in general, to NOT have AA or HDR, and instead use CELL to power a MASSIVELY complex game? Stealing bandwidth away from CELL (which is very memory sensative) for backbuffer effects does not appear to play to the PS3's strengths. Why not instead build games around the PS3's STRENGTHS? Which of course being massive CPU performance that can power complex geometries, massively interactive worlds, accurate physics, excellent animation, and so forth.
While I agree the specific numbers are irrelevant, the theory is at least sound for situations where RSX will be limited to the GDDR3 memory pool. And no one can say that no game will run in this configuration because I believe it was already stated some will.
Also, as Dave made no conclusions, it is unfair to be defensive.
And you are correct that this does not necessarily represent the total memory available to the RSX in the PS3. But this does indicate that for HDR and 4x MSAA RSX will most likely need that extra memory bandwidth in modern games.
So this test is not saying, "Oh no, PS3 is doomed!" Nothing of the sorts. It does point out that, in a very loose unscientific way, that PS3 games will be bandwidth limited before shader limited at HD resolutions when HDR and AA are used. Meaning that to get the BEST performance the RSX will need (in most situations) to use some of the bandwidth from the XDR memory pool to get a better balance.
And I do not believe anyone realistically expected anything different. There is a reason that GPUs with 16-22GB/s of memory bandwidth (like the 6600GT and 9800Pro) have a hard time with those features at higher resolutions. Obviously not apples-to-apples, but they are an indication that even less powerful shader cores ARE bandwidth limited with those effects enabled.
And that is all I got out of Dave's post. That AA and HDR will most likely cause PS3 to be bandwidth limited at HD resolutions. So either 1.) developers will need to use memory bandwidth from the XDR (which they can!!) or 2.) they can skip the HDR and AA and instead focus on the strengths of their platform.
If I was a developer I would not be trying to match the 360's strengths. Instead I would be going, "Ok, 218GFLOPs of CPU performance. A GPU that is MASSIVELY powerful at shader ops. Lets go with a LARGE world with a ton of geometry, everything interactive, dynamic, and breakable. Lets make some killer AI and breath taking animation and physics. And then lets fill the screen with huge monster 50 stories tall and thousands of little creatures. All on the screen at the same time, in a forst, for miles on end with no fog". Or advance similations (like for car racing) or whatever. There are things that the PS3 should be better at be a large margin.
I just do not understand the facination of competing with the 360's strengths (strengths relatively free in its setting) when it means compromising the PS3's strengths. They are different design philosophies and we should enjoy that fact. Not to say some games wont have a lot of AA or HDR, because the PS3 can very well do that. The question is, is that the best approach for most games? What if that is at the expense of CELL performance?
Because no one knows yeat what will happen to CELL if you leave it with 5GB/s of bandwidth (my guess: not a good situation).
Ps- Why is the focus ALWAYS on RSX using XDR memory bandwidth? CELL can access the GDDR3 pool as well. So why is the assumption always the reverse situation? I think it says a lot about how graphic-centric we are