Couldn't you say the same for the PS2? That didn't make it more powerful...ERP said:I personally have a soft spot for Xenos because it's architecturally interesting, and in some ways extremely clever.
Couldn't you say the same for the PS2? That didn't make it more powerful...ERP said:I personally have a soft spot for Xenos because it's architecturally interesting, and in some ways extremely clever.
predicate said:Couldn't you say the same for the PS2? That didn't make it more powerful...
ERP said:MS is attempting to address developers biggest complaints about Xbox.
Sony's doing the same by taking a PC graphics part and putting it in PS3.
Nintendo did the same thing with the GameCubes memory performance vs N64.
In almost all cases the manufacturers seem to over react.
Bingo. The extra pins and traces would be a potential nightmare when they do a shrink.it also has pad issues which could pose future price reduction issues as well.
To check the original text I browsed the article again and it seems something went wrong at the writer's side. Basically these bullets in tiled rendering demeritsMintmaster said:-"Lens effect, refraction, HDR effects such as bloom and glare" are all things which are unaffected by tiling. You have to resolve your scene and write it to main memory before you can do any of these effects. It sits as a whole image there.
were replaced with a different paragraph because of unknown reason. Anyway, the new paragraph is literally like this:# Lens effect, refraction, HDR effects such as bloom and glare, and other frame buffer filtering cause overlapped drawing near tile boundaries.
# Objects that cross boundaries can't use the cache efficiently.
# CPU L2 cache locking is practically unusable.
Do you think this is more valid than the old points or not?Besides, in special effects that recycle the content in the Z-buffer side of a rendered frame, such as Depth of Field simulation, pseudo-subsurface scattering and pseudo-light scattering simulation, the Z-buffer used to render the previous frame is cleared in rendering each tile. To prevent it, you have to save the depth value in a buffer separately prepared in the shared memory using MRT. It is equal to writing a Z-value twice, which means extra memory-bandwidth consumption. As this double writing is unnecessary when rendering all at once, it can be referred as one of demerits in tile rendering.
This even when I was translating it I had no idea either why he says that when they are supposed to use the upscaler so I hope someone can solve it.Mintmaster said:-I don't know what the heck the "Developer C" quote is talking about.
This image in Ninety-Nine Nights (N3) is in the article as an example.Mintmaster said:I don't see how geometry can be that big of a deal, either.
Besides, in special effects that recycle the content in the Z-buffer side of a rendered frame, such as Depth of Field simulation, pseudo-subsurface scattering and pseudo-light scattering simulation, the Z-buffer used to render the previous frame is cleared in rendering each tile. To prevent it, you have to save the depth value in a buffer separately prepared in the shared memory using MRT. It is equal to writing a Z-value twice, which means extra memory-bandwidth consumption. As this double writing is unnecessary when rendering all at once, it can be referred as one of demerits in tile rendering.
Funny thing is that I looked up N3 images and found that very same pic before posting in this thread. In fact, that sort of scene is better suited for tiling than just one super-high poly object in the screen with one shader. For something like this scene, you just need bounding boxes or spheres on each character, and then you find their distance from the planes separating the tiles. Very simple test.one said:This image in Ninety-Nine Nights (N3) is in the article as an example.
http://www.watch.impress.co.jp/game/docs/20060426/3dhd10.htm
Since I have no idea of specific numbers of geometry these massive crowd games require, I'd like to ask developers about them.
Interesting. Maybe they realized their mistake, but unfortunately only to replace it with another one.one said:Basically these bullets in tiled rendering demerits were replaced with a different paragraph because of unknown reason.
Nope, not at all.one said:Do you think this is more valid than the old points or not?
one said:This image in Ninety-Nine Nights (N3) is in the article as an example.
http://www.watch.impress.co.jp/game/docs/20060426/3dhd10.htm
Since I have no idea of specific numbers of geometry these massive crowd games require, I'd like to ask developers about them.
one said:This image in Ninety-Nine Nights (N3) is in the article as an example.
http://www.watch.impress.co.jp/game/docs/20060426/3dhd10.htm
Since I have no idea of specific numbers of geometry these massive crowd games require, I'd like to ask developers about them.
Last I checked PS2 games mostly used mainmemory for textures. People keep trying to portray the fact GS textured directly from eDram as a limitation - yet reality is it was its greatest strength - free render to texture instead of costly resolves to external memory - aside for free alpha blending, that was the main graphical highlight of vast majority of PS2 games.Mintmaster said:B) PS2's eDRAM was for both the framebuffer and textures. XB360 has up to 512 MB for texture memory.
You should rephrase that - they ARE affected by tiling(see the argument about SPEs doing these a few weeks ago), but with 10MB eDram there's a good chance you can avoid having to tile when performing them on Xenos."Lens effect, refraction, HDR effects such as bloom and glare" are all things which are unaffected by tiling. You have to resolve your scene and write it to main memory before you can do any of these effects. It sits as a whole image there.
What nAo was pointing at is that bandwith bottleneck is somewhat smaller consideration now then it was when PS2 came out - hence why he feels it makes less sense.Acert93 said:On the other hand the area it makes 'more' sense is bandwidth in general.
I'm not sure I agree with this..ERP said:If they didn't have EDRAM they'd need a 256bit bus or two bus' to make any sort of high def rendering practical.
Just to make it clear, I was not advocating any kind of tiled rendering GPU, I was thinking that a small on chip tile cache would use much less transistors than n MBytes of edram.Tiling is interesting, but I've yet to see real evidence that it actually reduces transistor counts at a given performance level.
I'm not advocating Xenos nor RSX, I was just expressing an opinion on a hypothetical GPUI think it's way to early to be declaring MS's or Sony's graphics chip choices bad or good, we have to wait and see.
Then you would get as many consoles designs as there are developers out there (unless senior devs "convince" their underlings that their design "is best for them as well"... ).pc999 said:Some day I would like what would be a really good console from a dev POV (not given unlimited performance/Ram/BW....).
Ken Kutaragi: "If we tried to fit enough volume of eDRAM onto a 200-by-300-millimeter chip, there won't be enough room for the logics, and we'd have had to cut down on the number of shaders. It's better to use the logics in full, and to add on a lot of shaders."nAo said:Just to make it clear, I was not advocating any kind of tiled rendering GPU, I was thinking that a small on chip tile cache would use much less transistors than n MBytes of edram.
I'd like to use those transistors for more ALUs..
nAo said:...I was just expressing an opinion on a hypothetical GPU
nAo said:I'm not advocating Xenos nor RSX, I was just expressing an opinion on a hypothetical GPU
Marco
Interesting. I always thought 2MB seemed like too little, but this is what I kept reading about PS2. The original 3DFX Voodoo gave you decent graphics with only this much memory so I figured it was possible.Fafalada said:Last I checked PS2 games mostly used mainmemory for textures.
Well from what I've read in the B3D article, Xenos can only texture from the GDDR3, and not from the eDRAM. Personally I think this would have been a useful feature, just as you're saying about PS2, but Xenos needs to transfer the framebuffer to main memory for random access in the pixel shaders.You should rephrase that - they ARE affected by tiling(see the argument about SPEs doing these a few weeks ago), but with 10MB eDram there's a good chance you can avoid having to tile when performing them on Xenos.
I'm not really convinced about that.nAo said:I believe edram makes less sense this generation compared to the previous one.
Most of the time we need to render slow opaque pixels and fast relatively simple transparent pixels.
I dunno, I just don't see how the bandwidth usage per pixel will stay the same if we want to advance graphics. Indeed, math ops will continue to go up, but to say the number of pixels drawn and textures accessed (for a given resolution) will decrease or stay constant is dreaming, IMHO. Smoke/fog/fire/dust/fur/grass will always look better with more pixels. Post processing is used more nowadays, and it needs plenty of bandwidth. AA needs bandwidth. HDR needs bandwidth. I'm not saying we need PS2 levels of BW per screen pixel, as the original XBox has proven with one sixth the BW. But the latter isn't as good a figure as we could use.Fafalada said:What nAo was pointing at is that bandwith bottleneck is somewhat smaller consideration now then it was when PS2 came out - hence why he feels it makes less sense.
And I tend to agree with him - PS2 generation was all about rendering cheap&fast pixels, as well as a drastic jump in polygon density(but not vertex shading complexity) from standards of that era - ratio of math ops before hitting memory was respectively tiny.
I have completely different empirical data..but you know, closed platforms are differentMintmaster said:Empirically, if that was the case, I'd expect to see a much lower hit for antialiasing than what we see in games on the PC (where cards have twice the BW per ROP/shader unit), especially in scenes where there aren't many transparent pixels on the screen.
Not just alpha blending, z-pre passes and shadow maps..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.
That's definitively true, but I'm not saying edram is not useful, I'm saying I can live without it and I'd prefer to spend the same amount of transistors on more imo useful features.I dunno, I just don't see how the bandwidth usage per pixel will stay the same if we want to advance graphics. Indeed, math ops will continue to go up, but to say the number of pixels drawn and textures accessed (for a given resolution) will decrease or stay constant is dreaming, IMHO. Smoke/fog/fire/dust/fur/grass will always look better with more pixels.
though on Xenos edram is not helpful here..Post processing is used more nowadays, and it needs plenty of bandwidth.
Gimme more compression..AA needs bandwidth. HDR needs bandwidth.
I kept thinking they just wrote horrible code, but seeing it again and again makes me think they must be doing something useful that gobbles the power.
I was speaking from a console dev perspective, in the next 2 or 3 years you will be surprised from what this half bus GPUs can do.. no doubts about itRegarding bandwidth, IHV's obviously make their decisions for a reason, and stripped down value cards with half the bus width show notable performance drops too.