I wasn't aware PVR had a built in raycaster.Capeta said:The PowerVR chip in Dreamcast could render that
This topic cannot be answered until someone writes a rasterizer, not a raytracer. And at the moment, the only graphical interest talked about is in the field of shooting rays. Until then it's pure pie-in-the-sky guesswork. And a lot would depend on workload too. Texture-heavy graphics Cell will stumble over. Lose the textures for calculated shader effects and it'll speed up, able to do things old GPUs can't. Very much an apples to oranges comparison without anyone even trying to measure the cirtus content of an apple.
I wasn't aware PVR had a built in raycaster.
that scene is 3 mil polys per frame. thats way beyond what the dcs gpu could push.
Infinite planes...
15 CELLs...
i thought mesa was being ported?This topic cannot be answered until someone writes a rasterizer, not a raytracer. And at the moment, the only graphical interest talked about is in the field of shooting rays. Until then it's pure pie-in-the-sky guesswork. And a lot would depend on workload too. Texture-heavy graphics Cell will stumble over. Lose the textures for calculated shader effects and it'll speed up, able to do things old GPUs can't. Very much an apples to oranges comparison without anyone even trying to measure the cirtus content of an apple.
true a lot of things are worse, but its doing something even the r600 + g80 cant (honestly) do, perfect reflections with the windowsYes but not one or 2 cells but multiple Cells to render that scene at 30fps with mediocre quality (shadows/aa/reflections and more).
true a lot of things are worse, but its doing something even the r600 + g80 cant (honestly) do, perfect reflections with the windows.
whats the strange darkspot under the bench?
hmm perhaps theyre doing AO!
also shadows from the sun tend to have hard edges ( as the sun is a long way away)
( as the sun is a long way away)
how does that change what dcs gpu is capable of?
well u said it could render that scene, not that it could render what 1 cell could.
well u said it could render that scene, not that it could render what 1 cell could.
Raytracing! How many polys a second can PowerVR DC raytrace? And how many poly's a second can Cell renderer via scanline rasterization?3 million polys/frame = 90 million polys/sec at 30fps using 15 CELLs therefore each CELL is only capable of rendering 6 million polys/sec. PowerVR DC is capable of rendering 7 million polys/sec and Kyro is capable of 20 million polys/sec.
It changes everything since I'm comparing ONE CELL not 15.
3 million polys/frame = 90 million polys/sec at 30fps using 15 CELLs therefore each CELL is only capable of rendering 6 million polys/sec.
Raytracing! How many polys a second can PowerVR DC raytrace? And how many poly's a second can Cell renderer via scanline rasterization?
Until you're comparing the same operations, you can't compare performance. Raytracing and scanline rendering are two very different tasks even though the results look similar.
Again that demo used 15 CELLs so it doesn't mean much when you're talking about ray tracing using ONE CELL. What can you do with one CELL doing raytracing at 30fps? A spinning cube?
BTW yes it is my opinion that a single CELL is about equal to a PowerVR DC chip when emulating it.
It changes everything since I'm comparing ONE CELL not 15.
3 million polys/frame = 90 million polys/sec at 30fps using 15 CELLs therefore each CELL is only capable of rendering 6 million polys/sec. PowerVR DC is capable of rendering 7 million polys/sec and Kyro is capable of 20 million polys/sec.
Haha, no, I'm sure it could do more than that. Like I said, IBM hopes to release an iRT application that will let us see what a single PS3 can do with that software.
If you want a more immediate comparison with somewhat similar techniques, there was that julia fractals ray tracing demo (on a single cell) that beat an implementation on an overclocked 7800 GT.
I'm guessing the suggestion is not that for raytracing, DC's PowerVR would beat a Cell, but I'm getting kind of confused now.
OK, who knows. But like I say, I think the whole question of what GPU Cell would be equivalent to if you comprehensively mapped its pipeline to it is a little misguided. If you want to do rendering on Cell, you wouldn't just naively/blindly map that kind of pipeline in its totality, unless you needed some sort of legacy compatibility or emulation.
wasn't there just an article a few weeks back that said a single SPE can calculate 80 million polygons a second??? or was it vertices???
I'm a big fan of power VR and all but i don't think it can sustain its 7 million polygons/sec if it were to do ray tracing.