Obviously they're using it for Cell and the game code. I just don't think they're using it for textures, though other graphics data may be finding its way into there.Ubisoft not taking advantage of the XDR at all? A poor decision if true.
Obviously they're using it for Cell and the game code. I just don't think they're using it for textures, though other graphics data may be finding its way into there.Ubisoft not taking advantage of the XDR at all? A poor decision if true.
Obviously they're using it for Cell and the game code. I just don't think they're using it for textures, though other graphics data may be finding its way into there.
I find it hard to believe that Ubisoft isn't going to take advantage of the XDR for textures and only using it for game code. I mean RSX does have access via a seperate bus, so I just don't see why not.
Fatal Inertia uses it I think, that is a launch "window" game supposedly.*UE3 reportedly isn't very mature on PS3 at all, yet. It's probably something of a miracle we're seeing any UE3-powered games this year.
Probably not important, but we will most likely see a pretty significant texture "downgrade" (for the lack of a better word) for this particular PS3 game?
There's only two theories that seem to fit the idea that Ubisoft have less RAM for textures on PS3 than XB360. Either the OS is consuming vast amounts of RAM meaning less is available, or they're only using the GDDR for textures. Neither sounds entirely plausible, but the XDR-based textures seems the more probable of the two! Because RSX has to fetch textures over the FlexIO, making it indirect access, perhaps that adds a problem for the existing texturing engine either in setting up the fetch or managing the extra latencies or somesuch?Am i missing something?
The quote also comes from the associate producer rather than a technical minded developer, so whatever problem they might be experiencing could likely have been contracted to a soundbite level for PR purposes.JF Poirer said:"We're developing with 360 as our main development platform and porting to the PS3 means that there's less memory available for us to use, but we're trying to minimise any drop in quality, that's for sure."
A long shader does not necessarily uses more registers than a short one and vice versa.You suffer more latency from XDR, which means that you'll prefer to use smaller shaders (those that use less registers), because the overall register file size = fragments in flight * registers per fragment.
No.. you're quite right. There's very little additional work required to texture from or render to XDR.Am i missing something?
No.. you're quite right. There's very little additional work required to texture from or render to XDR.
Dean
the simulator is not clock cycle accurate, it does not model external memories AFAIK, so no, it's not a public informationDeanA, can you say us what is the XDR latency from/to the Cell? This should be public information since there is a full sistem emulator from IBM.
Probably not. If I'm unsure as to the public nature of something, I'll tend to not say. Besides, surely the XDR/CELL latency is a property of the system that CELL is in, rather than a property of CELL as such. So I'm expecting that there's no guarantee that, for example, a CELL reference system has the same latencies as a PS3 implementation.DeanA, can you say us what is the XDR latency from/to the Cell? This should be public information since there is a full sistem emulator from IBM.
Probably not. If I'm unsure as to the public nature of something, I'll tend to not say. Besides, surely the XDR/CELL latency is a property of the system that CELL is in, rather than a property of CELL as such. So I'm expecting that there's no guarantee that, for example, a CELL reference system has the same latencies as a PS3 implementation.
Dean
So, sorry for asking something that you can't comment.The Full System Simulator for Cell BE Processor provides a cycle-accurate SPU core model that can be used for performance analysis of computationally-intense applications. However, this model can not be used for measuring or tracking memory access latencies.