BenSkywalker
Regular
Panajev-
T&L power will be pretty damn near irrelevant on any of the next gen consoles. Try having a TFLOP general purpose CPU handle a 1000 instruction shader op with conditional branches running FP32. The programmability of the GPU is a given, the problems a CPU will have trying to emulate one is also.
Take any of the DX9 shader demos floating around(that actually use PS2.0/VS2.0) and try to find a processor that can it run it ~1% the speed of the GPUs after optimizing and recompiling the code to run in software. Considering basic desktop processors are pushing out ~20GFLOPS right now, that would cover up to ~2TFLOPS using current hardware.
I don't think it's particularly relevant as Sony wouldn't be stupid enough to ship another souped up Voodoo1 with the PS3, I'm just talking about the fact that a general purpose processor pushing out 1TFLOP isn't going to be able to compete with a dedicated chip at rasterization. IF they built a CPU that could, the architecture would be horrible for general code.
Vince-
Of course the comparison is unfair, that is the entire reason I brought it up. This thread is about what 1TFLOP of CPU power is going to do for graphics, it isn't going to do much if it doesn't have some solid rasterizing power behind it when facing the competition.
PC centric? The way PC 3D graphics function are by attempting to best emulate CGI, something that is becoming increasingly apparent.
Maybe with a PFLOP of power, not a TFLOP. Without a decent rasterizer offloading a significant portion of the rendering the PS3 wouldn't stand a chance on the visual front. It isn't a question of design philosophy, it is a matter of a TFLOP being significantly short of what they would need to have, not even their 6.6TFLOPS they first claimed would get it done, not without a decent rasterizer.
Let's say for the hell of it that they had enough power to run raw shader ops at twice the speed of a GPU straight through the CPU. What happens when they need to read back data from the frame buffer? Are they going to process the information, hand it off to the rasterizer for basic rasterization tasks(set up, tri+ani filtering), write it out to the framebuffer, then read it back to the CPU, process the information, hand it back over to the rasterizer for final rasterization? Even if they had the raw CPU power to run the shader ops twice as fast as a GPU they would still end up significantly slower under anything less then ideal conditions. GPUs have a whole bunch of transistors sitting around doing nothing a great deal of the time for the small percentage of the time when they are needed. Adding this to a general purpose processor would leave you with significantly lower levels of programmability when comparing like transistor counts. If they came up with a general purpose processor that was truly as good as a GPU at rasterizing tasks it would a lousy 'general purpose' processor.
We need several orders of magnitude more power before software rasterization can compete with current GPUs, let alone what will be available by the time those chips get here. At some point it is certainly possible that the CPU could replace the GPU, but that is decades away, at least.
Fact is, you are basically saying "well if they had a basically purely software Rasterizer and T&L engine 1 TFLOPS would be e-machines level"...
T&L power will be pretty damn near irrelevant on any of the next gen consoles. Try having a TFLOP general purpose CPU handle a 1000 instruction shader op with conditional branches running FP32. The programmability of the GPU is a given, the problems a CPU will have trying to emulate one is also.
Take any of the DX9 shader demos floating around(that actually use PS2.0/VS2.0) and try to find a processor that can it run it ~1% the speed of the GPUs after optimizing and recompiling the code to run in software. Considering basic desktop processors are pushing out ~20GFLOPS right now, that would cover up to ~2TFLOPS using current hardware.
I don't think it's particularly relevant as Sony wouldn't be stupid enough to ship another souped up Voodoo1 with the PS3, I'm just talking about the fact that a general purpose processor pushing out 1TFLOP isn't going to be able to compete with a dedicated chip at rasterization. IF they built a CPU that could, the architecture would be horrible for general code.
Vince-
Going by that patent; I'd say comparing the TFlop Broadband Engine, or whatever name marketing throws on it, would be better compared to competing platorms when viewed either as: (a) Just the MPUs (b) Part of a complete system. Not comparing a MPU/CPU like device against a rasterizer.
Of course the comparison is unfair, that is the entire reason I brought it up. This thread is about what 1TFLOP of CPU power is going to do for graphics, it isn't going to do much if it doesn't have some solid rasterizing power behind it when facing the competition.
Why would persuing a micro-polygon route be inferior than the more PC-centric system which faces namely storage and bandwith constraints?
PC centric? The way PC 3D graphics function are by attempting to best emulate CGI, something that is becoming increasingly apparent.
Thus, I'd tend to feel that the computational capabilities are significant and programmable enough to compete in a relative shader implimentation and if it has a respectable sampling rate in addition- would it be out of line to say its the closer praxis of the PRman ideology, as opposed to the PC's current design?
Maybe with a PFLOP of power, not a TFLOP. Without a decent rasterizer offloading a significant portion of the rendering the PS3 wouldn't stand a chance on the visual front. It isn't a question of design philosophy, it is a matter of a TFLOP being significantly short of what they would need to have, not even their 6.6TFLOPS they first claimed would get it done, not without a decent rasterizer.
Let's say for the hell of it that they had enough power to run raw shader ops at twice the speed of a GPU straight through the CPU. What happens when they need to read back data from the frame buffer? Are they going to process the information, hand it off to the rasterizer for basic rasterization tasks(set up, tri+ani filtering), write it out to the framebuffer, then read it back to the CPU, process the information, hand it back over to the rasterizer for final rasterization? Even if they had the raw CPU power to run the shader ops twice as fast as a GPU they would still end up significantly slower under anything less then ideal conditions. GPUs have a whole bunch of transistors sitting around doing nothing a great deal of the time for the small percentage of the time when they are needed. Adding this to a general purpose processor would leave you with significantly lower levels of programmability when comparing like transistor counts. If they came up with a general purpose processor that was truly as good as a GPU at rasterizing tasks it would a lousy 'general purpose' processor.
We need several orders of magnitude more power before software rasterization can compete with current GPUs, let alone what will be available by the time those chips get here. At some point it is certainly possible that the CPU could replace the GPU, but that is decades away, at least.