How many sprites can a Hollywood,Xenos,and RSX can consistantly push in a ideal environment?
Can they 360, or PS3 push more sprites on 480p than on high definition resolutions?
Don't make Dean cry! on the other hand can you imagine how many sprites could one render just using CELL?
I heard the same said abiout the sega saturn many many years ago.Well, technically the most powerful 2D sprite-based GPU ever was the Atari Jaguar's.
That would be a very unefficient way to do sprites on CELL..Well, actually I can! Someone (tweakoz at ps2dev.org) was playing around with the Cell, using 4 SPEs to blit to the framebuffer under Linux, and got the following results (full screen mode under Linux):
1080i: fps: 801 [6336 MB/Sec]
720p: fps: 1577 [5544 MB/Sec]
480i: fps: 2759 [3637 MB/Sec]
So just decide the size of your average sprite and you can calculate how many of them you can push.
(http://forums.ps2dev.org/viewtopic.php?t=7209)
That would be a very unefficient way to do sprites on CELL..
What, you got something against 2d games?Dean said:before it spins out of control and makes me (and Baby Jesus) cry..
Indeed, I counted around 308GB/sec of sprite bandwithnAo said:That would be a very unefficient way to do sprites on CELL..
How many sprites can a Hollywood,Xenos,and RSX can consistantly push in a ideal environment?
Can they 360, or PS3 push more sprites on 480p than on high definition resolutions?
To answer this, yes they can push more sprites at lower resolutions because they have less pixels to draw.Can they 360, or PS3 push more sprites on 480p than on high definition resolutions?
I heard the same said abiout the sega saturn many many years ago.
Considering Sega's solid arcade heritage I'm inclined to believe it..
eace.
Tagrineth said:Saturn cheated, it has two GPUs. One for backgrounds (up to 5 layers, or 3 with 2 of them using scale/rotate/skew "mode 7" effects), and one for foreground objects. Saturn, however, still had hard coded limits on how much you could draw. Jaguar was only limited by how much slowdown you generated from adding more junk. XD
I've made a demo in the past, using sprites to simulate balls.
with a complex vertex shader, I can push 80M sprites/sec on 78GT. It means that I can draw 1 million balls on screen without having geometry problem.
Sprites are really fun, but ATI limits its size
Would it be possible to make a orb based graphics drawing mechanism for a GPU based on something simmiliar, using arrays of 2d units, a GPGPU element who calculate surfaces to 2d sprites in immense layers?
I got no idea if its even remotely feastible, it just struck me the result could be kind of "uniqe", and full 3d
GPU's are very very powerful on sprites. GCN and PS2 could draw 25-50 million simple sprites per second. PS3 and X360 could do push 100s of millions, of course. I think the real problem is fillrate.