How does the Cell + RSX rendering relationship work?

If SPE/Cell can read from GDDR3 and XDR all the same, and RSX and Cell are to be compatible, should that allow SPEs to read data from RSX's "turbocache" as well? It would appear to me that it wouldn't be completely necessary to clone data in both memory pools...if RSX really has a turbocache.

That said, am I to assume that converting from 64bit to 128bit isn't that difficult for an SPU? I ask this b/c everyone involved with the development of the PS3 has mentioned pre-/post-process applications for Cell, yet as noted, there's no command to perform the necessary conversion from fp16 to fp32. And it's been long known/assumed that fp32 is a bandwidth killer. Almost unncessarily. :? PEACE.
 
MechanizedDeath said:
If SPE/Cell can read from GDDR3 and XDR all the same, and RSX and Cell are to be compatible, should that allow SPEs to read data from RSX's "turbocache" as well?

I should imagine so. but im probaly not the best person to answear that as i dont know Cell as well as some of the more educated members of the board
 
Back
Top