HD problems in Xbox 360 and PS3 (Zenji Nishikawa article @ Game Watch)

nAo said:
you will be surprised from what this half bus GPUs can do.. no doubts about it :)
Seems unlikely that it'll be surprising, when you think forwards and realise that the GPU won't be doing all the work, Cell will be doing a big chunk.

Jawed
 
Jawed said:
Seems unlikely that it'll be surprising, when you think forwards and realise that the GPU won't be doing all the work, Cell will be doing a big chunk.
Last time I checked CELL was not a GPU..:)
 
Not so long ago you were boasting about the amount of CPU assistance for graphics next gen allows for ;)

Jawed
 
Precisely my point - if you only had an x86 processor driving RSX I imagine you'd be crying yourself to sleep each night.

Jawed
 
Mintmaster said:
Not only that, but this presentation from Sweeney mentions drawing 10M pixels per frame in Gears of War due to "multiple rendering passes per object and per-light". That obviously means alpha blending.


Sorry I know this is may be off topic but looking at the slide 17 are they only using ~1/12 of the CPU power:?: (unless the low 5,5 (from ~71 IIRC) gflops number are tied with something else)

Also only half of the GPU, would they have room enought to, in a future UE3.x, have a new shadow system that can be good enought to also do 4xAA.:?:
 
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It is kind of off-topic, but I read in another thread someone was saying about how dynamic branching and other SM3.0 things will play heavily in Xenos' favour. I am wondering what the justification is for this? Is it simply inference based on the fact that ATI's SM3.0 PC parts are better at it than nVidia's SM3.0 PC parts?
 
Batch sizes for Xenos are 64 Vertices / Pixels, whereas Pixel shader batch sizes for G71 are 1024 pixels - so the PS branching cost for Xenos is many times smaller; the VS branching cost is actually higher though as G71 is MIMD in the VS. Vertex Texture Fetch is also likely to be more performant on Xenos because with G7x NVIDIA haven't built in any latency hiding to the texture lookup for VTF, which will stall the vertex pipeline; pixel shading is generally built with texture latency hiding mechanisms in place so on a unified shader vertex operations also benefit from this in operations that are likely to have latency bound instructions (i.e. VTF) and so it doesn't stall the pipeline.
 
Dave Baumann said:
Batch sizes for Xenos are 64 Vertices / Pixels, whereas Pixel shader batch sizes for G71 are 1024 pixels - so the PS branching cost for Xenos is many times smaller; the VS branching cost is actually higher though as G71 is MIMD in the VS. Vertex Texture Fetch is also likely to be more performant on Xenos because with G7x NVIDIA haven't built in any latency hiding to the texture lookup for VTF, which will stall the vertex pipeline; pixel shading is generally built with texture latency hiding mechanisms in place so on a unified shader vertex operations also benefit from this in operations that are likely to have latency bound instructions (i.e. VTF) and so it doesn't stall the pipeline.
Ah, OK. What sort of benefits will this afford Xenos over RSX? Will there be effects in 360 games that just aren't in PS3 games?
 
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I'd like to follow-up predicate's question with "What exactly does branching provide?" Is it a feature that provides different or improved effects? Or is it just generally improved shader performance when the shaders themselves grow more complex?
 
predicate said:
Ah, OK. What sort of benefits will this afford Xenos over RSX? Will there be effects in 360 games that just aren't in PS3 games?
VT (Vertex Texturing) is just one possible way to create geometry. You can create complex geometry with oher methods such as Procedural content created on the CPU or even using R2VB to aleviate the VTF latency problems.
expletive said:
I'd like to follow-up predicate's question with "What exactly does branching provide?" Is it a feature that provides different or improved effects? Or is it just generally improved shader performance when the shaders themselves grow more complex?
It really can improve shadow mapping performances.
 
predicate said:
Ah, OK. What sort of benefits will this afford Xenos over RSX? Will there be effects in 360 games that just aren't in PS3 games?

RSX batch size not necessarily = G71 batch size. I thought I read somewhere that devs have some control over this on PS3, but I'm not sure.

I have a question, that's sort of on a tangent, but I didn't want to make a thread just for it - is texturing generally a consistent activity across a frame, or do texturing requests come in stops and starts? Also, G7x vertex shaders have their own (less powerful) texture samplers as opposed to contending with pixel shader texturing, yes?
 
mckmas8808 said:
What about vertex shaders?
Given that VS are generally “the less sexy†part of the pipeline, I’ve not really tried to follow them much. However, given that RSX is “NV47†based they are likely to be the same configuration as G71 and I would be surprised if the number of them changed.

expletive said:
I'd like to follow-up predicate's question with "What exactly does branching provide?" Is it a feature that provides different or improved effects? Or is it just generally improved shader performance when the shaders themselves grow more complex?
Branching in the shader is just like branching in any code: if “this†then do “thatâ€; so if a pixel has one property then you can carry on with one shader branch, if it has another then you can completely change what the shader is doing – i.e. you could change the lighting mechanism dependant on some surface properties that may be about, or change a shadowing sampling mechanism if you are at the edge of a boundary. If you using shaders that do these types of things then fast DB can bring performance benefits, although its not necessarily a requirement.

Titanio said:
RSX batch size not necessarily = G71 batch size.
The batch sizes are an controlled by the capabilities of the command processor, and my understanding is the command processor hasn't changed. This being the case, these type of properties are likely to be same between RSX and G7x.

Titanio said:
I have a question, that's sort of on a tangent, but I didn't want to make a thread just for it - is texturing generally a consistent activity across a frame, or do texturing requests come in stops and starts?
Errm, Texture requests change according to dofferent commands and various parts of the scene will have different commands. Not sure whats being asked there.

Also, G7x vertex shaders have their own (less powerful) texture samplers as opposed to contending with pixel shader texturing, yes?
Yes.
 
expletive said:
I'd like to follow-up predicate's question with "What exactly does branching provide?" Is it a feature that provides different or improved effects? Or is it just generally improved shader performance when the shaders themselves grow more complex?

It'll likely be used largely as an optimization, there are a lot of newer algorithms that are expensive per pixel but that have an oportunity ot early out, so you can do less work for a lot of the pixels.

It's posibble it could improve quality aswell, rather than limiting some algorithm to a fixed number of iterations (hand unwound) for everything, you could use a tolerance to guarantee some quaility threshold.
 
Titanio said:
I have a question, that's sort of on a tangent, but I didn't want to make a thread just for it - is texturing generally a consistent activity across a frame, or do texturing requests come in stops and starts? Also, G7x vertex shaders have their own (less powerful) texture samplers as opposed to contending with pixel shader texturing, yes?

Texture demand is going to be based on shader/material selection, so it will vary accross a frame, it'll change perhaps 200 times a frame.

G71 certainly has an advantage in terms of available texture units, but the more complex the shader from an arithmetic standpoint, the less relevant the difference will be.

Bear in mind that the contention is potentially between batches on Xenos, not between vertex and pixel workloads, I would be extremely surprised if any batch doing vertex work was comparable in texture load to a batch doing pixel work. The worst case is almost certainly drawing extremly large Tris with multiple texture layers and minimal ALU Ops (say the futuremark multitexturing benchmark).
Xenos also has point sampling texture units available, that can be used for simpler vertex texture fetches.
 
Dave Baumann said:
Branching in the shader is just like branching in any code: if “thisâ€￾ then do “thatâ€￾; so if a pixel has one property then you can carry on with one shader branch, if it has another then you can completely change what the shader is doing – i.e. you could change the lighting mechanism dependant on some surface properties that may be about, or change a shadowing sampling mechanism if you are at the edge of a boundary. If you using shaders that do these types of things then fast DB can bring performance benefits, although its not necessarily a requirement.

Wasn't that "Toy Shop" ATi Demo heavily reliant on branching shaders? I remember reading something about that scene running 3 times faster on ATi hardware than on Nvidia's....
 
Hardknock said:
Wasn't that "Toy Shop" ATi Demo heavily reliant on branching shaders? I remember reading something about that scene running 3 times faster on ATi hardware than on Nvidia's....
Yes but the demo was made for the R520, which does pixels in batches of 16 IIRC.

Offtopic:It kind of sucks that we have not and never will see a tech demo for the Xenos. Yes we have games but sacrifices have to be made when you're making a game especially early in the systems life.
 
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