Megadrive1988
Veteran
Really?, hmm I've never heard that before, interesting, if your remembering correctly of anyway
yeah, that's the key thing, IF i am remember correctly
Really?, hmm I've never heard that before, interesting, if your remembering correctly of anyway
As Teasy was pointing out, the PVR2DC uses the bump map to vary a texture's shading in just a single pass, which is exactly what I said and brought up to contrast its hardwired ease-of-use against the PS2 which can only emulate it through multipass. Yes, there is a pass for the texture first on DC (only when there is an underlying texture, obviously), and PS2 must work steps with the framebuffer in addition and include the actual texture too.In cases when DC can do BM in one pass (with one planar light and flat surface below it), PS2 can do it in two passes, again much otperforming it.
In summary, PSX2 is a MIPS compatible system with a number of programmable devices stuck in, namely two VUs, one IPU, one rasterizer, a sound chip, and an I/O chip.
PVR doesn't fill anything - the VRam is the only memory it can address - hence any textures used must be in there before it starts rendering.
And to bitch a little, I'd prefer not to use the term deferred so generally.
Anyway, in regards to multitexture, I was under impression that PVRDC only did one texture per pass?
With original PSX, developers had to worry about only one stream in the graphics pipeline, the display list stream to GPU. With PSX2, developers were forced to deal with three separate streams in the graphics pipeline, two vertex streams to VUs and one texture stream to GS. If any of those three streams were interupted, the whole system would stall and maximum performance would not be achieved.So was the original PS.
It doesn't show on block diagram.PS2 probally follows a principle of KISS to a certain extent.
This was the reason Toshiba proposal was selected over LSI one. Toshiba design wasn't any faster than LSI's hardwired solution, but it was more flexible. Unfortunately, some one at SCEI saw the performance difficiency and ordered the bolting on of second VU to outrun DC at all cost...The programmable VU's dont match the raw GFLOPs/clock capabilities of the GC or PowerVR elan , but the programmability does allow maximum utilisation of the hardware resources.
Anyway, in regards to multitexture, I was under impression that PVRDC only did one texture per pass?
I don't know how the math works out. I am not a PSX2 programmer.
With original PSX, developers had to worry about only one stream in the graphics pipeline, the display list stream to GPU.
With PSX2, developers were forced to deal with three separate streams in the graphics pipeline, two vertex streams to VUs and one texture stream to GS.
If any of those three streams were interupted, the whole system would stall and maximum performance would not be achieved.
PSX2 and PSX were very different beasts. With PSP, SCEI admitted their past design mistakes and remodeled the architecture after more conventional 3D renderers like GC and Xbox, in that there is no VU to begin with(all vector operations are handled by CPU via vector instructions, similar to SSE of Xbox) and the GPU is not very programmable.
It doesn't show on block diagram.
This was the reason Toshiba proposal was selected over LSI one. Toshiba design wasn't any faster than LSI's hardwired solution, but it was more flexible. Unfortunately, some one at SCEI saw the performance difficiency and ordered the bolting on of second VU to outrun DC at all cost.
You have to feed all routes or the GS stalls, it is as simple as that.Same on the PS2... Only now you have multiple routes to improve throughput and reduce stalls.
Of course, if you are satisfied with low triangle counts.Nobody is forcing you do deal with 2 vertex streams... There's no law written in stone that you have to have 2 vertex streams
Back in the PSX days, the system ram/VRAM ratio was 2:1. The amount of vertex data and texture developers dealt with weren't large to begin with, so developers uploaded whatever little texture they had and never be bothered with again. In the PSX2 days, this ratio changed to 8:1. The percentage of VRAM allocated for texture storage dropped drastically as well, forceing developers to swap textures during rendering. This is of course unnecessary with GC and Xbox.And unless my memory is that bad, you still had to load textures onto the GPU on the Playstation as well, so I'm not sure what you're crying about here....
I am well aware of what the GIF does. Suppose you were to max out VU1, what do you do? Open a stream to VU0 and dump more vertex data. Now you are using both VUs. What happens when VU0 sits idle but your code keep feeding vertex data to VU1 only or the other way around??? It is a lot easier to take care of one crying baby than three.Obviously a high priority path isn't going to stall a low priority path. The GIF can manage and arbitrate data on PATHs 1 and 2 just fine.
Well, the other consoles don't have hot spots that obvious.Guess what! It's not THAT big of a deal. Every piece of hardware has hotspots that prevent "maximum" performance (whatever the hell that is)...
I am using what experts are using.For starters you should start being more careful with your terminology, there is no such thing as a PSX2 yet, and the PSX is a PS2 with built-in HDD and burns DVDs...
1. PSP is coming out 4 years after PSX2.Secondly, how can Sony have admitted their past design mistakes with the PSP since the PS3 is likely to such a durn complex bugger to work with according to you?
It doesn't take a brainiac to figure that out. The vector unit of PSP is a CPU extension sitting on a COP2 bus, not a separate and independent device like VU.Thirdly, you can't really claim that the vector extensions will be similar to SSE since the architectural details haven't been published.
Toshiba copyrights is not mentioned. Toshiba owns PSX2 VU IP.it may be similar to VU0 for all you know
Why pay Toshiba when the Sony's MIPS license already covers MIPS3D???. As it is, VU0 defaults to macro mode anyways, so it's no different from any other vector extension you see other than it at least can do arbitrary computes between elements with simple designations in the opcode mask.
Where were you when the news leaked out in wall street that LSI lost its PSX2 CPU bid to Toshiba, driving its stock price down by 30% or something like that back in summer of 1997???There was no Toshiba proposal to compete with LSI because LSI wasn't "in the running".
Toshiba owns VU, SCEI doesn't. Why the hell do you think SCEI dragged Toshiba into CELL business? Because Toshiba owns VU.Sony selected Toshiba primarily for their larger scale MIPS design and integration experience
Toshiba owns VU, SCEI doesn't. How many times do I have to repeat this until you get this through your head???Toshiba wouldn't have had a proposal with VU0 since the VUs (along with the IPU) are Sony's influence.
You can take out VU1 now and PSX2 will still function, the same isn't true if VU0 is taken out.*IF* a VU had been "bolted" on it would've been VU0 since it's basically MIPS COP-port client with additional connects to SPRAM and the CPU bus.
You can take out VU1 now and PSX2 will still function, the same isn't true if VU0 is taken out.
Toshiba owns VU, SCEI doesn't. Why the hell do you think SCEI dragged Toshiba into CELL business? Because Toshiba owns VU.
PC-Engine said:Isn't NAOMI 3 supposed to be based on Series 5?
Fox5 said:PC-Engine said:Isn't NAOMI 3 supposed to be based on Series 5?
Isn't Naomi 3 Xbox based, and only Naomi in name? I thought it was Chihiro.....
BTW, what is virtual texturing?
Any? Now I definitely know you're full of crap! Paths are prioritized and don't all run simultaneously. Obviously a high priority path isn't going to stall a low priority path. The GIF can manage and arbitrate data on PATHs 1 and 2 just fine. The only real one you have to worry about is big block image transfers on path 3.
I made this clear in the previous post - VRam is the only memory PVRDC can see. If the texture isn't in there when it starts to render, it doesn't exist as far as the chip is concerned.Teasy said:If DC does load all textures into VRam despite the fact that before they're loaded the GPU already knows which ones aren't visible, then that seems like a bit of a missed opportunity to me.
Erhm... I seem to remember trilinear on PVRDC required triangles to be setup twice. I could be wrong, but doesn't this directly contradict the notion of rasterizer doing more then one texture per pass?Archie said:No, but it does take quite a while to to 8 texture lookups into external SDRAM modules
For someone that admitted to not knowing a lot more basic PS2 programming details you sure like stating facts about the less then basic programming details.Deadmeat said:You have to feed all routes or the GS stalls, it is as simple as that.
Single VU is capable of sustaining 10-20MPoly/sec. It's not quite the NV2a high, but it does the job.Of course, if you are satisfied with low triangle counts.
Jesus DM with your obsession with polycounts and nothing but polycounts I would have thought you are a SCE representative (or were one in your past life or something).What happens when VU0 sits idle but your code keep feeding vertex data to VU1 only or the other way around??? It is a lot easier to take care of one crying baby than three.
No, other consoles just have less fanboy propagated myths about alleged 'hotspots' (though they don't really escape having similar myths either). Which is ironic really, as PS2 is also the one console with the most Factual information released on the issues of realworld bottlenecks. Nonetheless this doesn't stop "certain" people to ignore those published facts and continue their fictional mantras they started several years ago.Well, the other consoles don't have hot spots that obvious.
Actually it's the reverse.You can take out VU1 now and PSX2 will still function, the same isn't true if VU0 is taken out.
Except for the fact that PVR2DC had lot more VRAM to begin with and with texture compression it would have stretched beyond 20 MB.I made this clear in the previous post - VRam is the only memory PVRDC can see. If the texture isn't in there when it starts to render, it doesn't exist as far as the chip is concerned.
The way console hardware works is about the same. You have your custom devices, process and prepare the data the way you like it, open the stream to target device, and start dumping your data. Works pretty much the same across all devices, be it a GPU, a printer, a terminal, a HD, etc.For someone that admitted to not knowing a lot more basic PS2 programming details you sure like stating facts about the less then basic programming details.
Single VU is capable of sustaining 10-20MPoly/sec. It's not quite the NV2a high, but it does the job.
I don't see why this would be, since both VUs are supposed to be identical. As long as you keep your VU program size and vertex list size to 4 KB, you can use either of them.Anyway, once you get past your obsession with benchmarking VU throughput, comparatively speaking, VU0 is actually quite awkward and slower to use for processing vertex streams then VU1.
Hotspots of Xbox and GC aren't as obvious and glowing as those of PSX2. I was able to pick up those hot spots on the day PSX2 block diagram was released.No, other consoles just have less propagated myths about alleged 'hotspots' (though they don't really escape having similar myths either).
Why? Because present day VU codes and vertex lists are bloated and can't fit into VU0?If you take VU1 out, 99% of PS2 games would not work without significant reprogramming
VU0 cannot be removed, it is joined to the R5900 core like a Siamese twin joined to the brain and was meant to be together from the beginning. It is quite obvious from the design observation what Toshiba intended, they wanted VU0 to be used by the CPU as a vector accelerator during the animation and physics calculation stage, then have it reset as a separate T&L engine in the next stage. While this was a logical usuage, someone at SCEI was unhappy with the T&L rate and ordered the inclusion of VU1....Remove VU0 and majority of titles would continue to work with simply switching one or two C++ headers and recompiling the code.
We weren't comparing it to anything, Teasy was just debating how textures are uploaded to VRam. But since you brought it up, I believe the uncompressed equivalent texture pools on DC went up there to ~40mB.Except for the fact that PVR2DC had lot more VRAM to begin with and with texture compression it would have stretched beyond 20 MB.
R&C is documented by PA around that number. Don't know if you've actually seen it though.I have yet to see a PSX2 title doing 10~20 million polys/s. Of course I have not seen the Faf racer yet.
Memory is definately a problem, vertex streams in use are optimized for VU1 layout, and some of the larger programs may very well take up entire VU0 memory (like clip routines). Also VU0 doesn't have its own path to GS, forcing CPU interaction and making it impossible to operate as a true standalone T&L unit that VU1 is.I don't see why this would be, since both VUs are supposed to be identical. As long as you keep your VU program size and vertex list size to 4 KB, you can use either of them...
...Why? Because present day VU codes and vertex lists are bloated and can't fit into VU0?...
VU0 is the 3rd of 3 coprocessors on R59k core, and as far as I know the only one of the 3 required by design is COP0 (control coprocessor). Both FPUs are rather optionalVU0 cannot be removed, it is joined to the R5900 core like a Siamese twin joined to the brain and was meant to be together from the beginning.
Inventors: Suzuoki; Masakazu (Tokyo, JP)
Assignee: Sony Computer Entertainment, Inc. (Tokyo, JP)
Appl. No.: 048137
Filed: March 25, 1998
Foreign Application Priority Data
Mar 27, 1997 [JP] 9-074930
<snip>
What is claimed is:
1. An information processing apparatus comprising:
- a plurality of processing units including a main processing unit and first and second vector processing units