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.
What is this fillrate bottleneck?
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.
And you're saying this without actually knowing whether there's a even a sprite primitive available on current nVidia GPUs?PS3 and X360 could do push 100s of millions, of course.
And you're saying this without actually knowing whether there's a even a sprite primitive available on current nVidia GPUs?
For shame..
Cheers,
Dean
True, but over time all form of sprite support seems to be on the way out in terms of graphics APIs.. Infact, I'm sure I remember reading that they're not supported in DX10 at all. Of course, PS3 does indeed have *point* sprites, but these are quite different to the sprite implementations used in previous versions of PS. In both PS1 and PS2, width and height could be set independently.. whereas with point sprites all you've got to adjust is a size. As a consequence, it makes them less than useful when working with display buffers that don't have a 1:1 aspect ratio.Sony decided to support sprites on PS3, that's what I "actually knowing".
In both PS1 and PS2, width and height could be set independently.. whereas with point sprites all you've got to adjust is a size. As a consequence, it makes them less than useful when working with display buffers that don't have a 1:1 aspect ratio.
True, but over time all form of sprite support seems to be on the way out in terms of graphics APIs.. Infact, I'm sure I remember reading that they're not supported in DX10 at all. Of course, PS3 does indeed have *point* sprites, but these are quite different to the sprite implementations used in previous versions of PS. In both PS1 and PS2, width and height could be set independently.. whereas with point sprites all you've got to adjust is a size. As a consequence, it makes them less than useful when working with display buffers that don't have a 1:1 aspect ratio.
Don't get me wrong, I love proper sprite support.. but the existing point sprite implementation (in pretty much all hardware, not just in RSX) seems to be a horrible hack. And I reckon it's this that's worth considering when comparing sprite rendering speed.
Dean
DeanA said:but the existing point sprite implementation (in pretty much all hardware, not just in RSX) seems to be a horrible hack. And I reckon it's this that's worth considering when comparing sprite rendering speed.
No, not at all.. although the thread topic is 'If a GPU was dedicated to pushing sprites instead of polygons'Is there any reason not to go with a 3D engine of pixel-aligned quads?
Well then, that ties into the point of the GPU's supporting sprites. DX10 cards could manage zero Sprites instead of polygons, yet be a 2D monster. With quads, you get all the benefit of hardware sprite rotation and scaling etc. As such, the GPU best at polygons would be the one best at sprites, and we all know that would be the...No, not at all.. although the thread topic is 'If a GPU was dedicated to pushing sprites instead of polygons'
Well then, that ties into the point of the GPU's supporting sprites. DX10 cards could manage zero Sprites instead of polygons, yet be a 2D monster. With quads, you get all the benefit of hardware sprite rotation and scaling etc. As such, the GPU best at polygons would be the one best at sprites, and we all know that would be the...
I'd like to see crazy HD danmaku games myself. Millions of sprites? Jesus... :S
I would love it. That game had more explosions on the screen than a movie from John Woo.Does anyone else think an update to Bangai-O would be <insert exciting adjective>?
It's your lucky day! Your wish has already come true.
I was playing 4 player coop (drop in, drop out) on Live yesterday, and the game becomes bullet bukakke buffet pretty damn quickly!
I would love it. That game had more explosions on the screen than a movie from John Woo.
I have yet to try this one.It's your lucky day! Your wish has already come true.
Using the Bangai-O super attack for the first time is still among my top 10 gaming moments ever. Oh god, the carnage. O. O