From what i remeber the original plan was to include 4 Cell's in PS3.
I believe you'll find that wasn't really true either
From what i remeber the original plan was to include 4 Cell's in PS3.
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.
That's like saying rasterizing solid color polygons(which Cell would coincidentally be very fast at) is the same thing as rasterizing with textures and shading. They are "similar" after all.
And actually I seem to remember PVR2 HSR was not akin to raycasting, but with tile-depth buffer, might be confusing it with some other chip though.
I think he's just really very confused - That seven million polys per second (Which I believe should actually be six) is the absolute maximum draw rate.
Raycasting or not (isn't that what ID used in wolfenstein?) , it's not some mythical chip from its era that outperformed everything for years to come.
Infinite Planes have nothing to do with tile rendering. The Neon and Kyro series dropped it in favor of standard triangles. The only chips to use IP is the PowerVR DC chip and previous versions PCX1/2. IP allows casting of shadows from any object onto any other object.
I think the pre-RSX GPU would have been enough of a headache for some people out there, though in retrospect (PS3 launching when it did) I almost wish we got that.pjbliverpool said:However I read the question as asking, "if Sony had used a second Cell in PS3 instead of RSX, what GPU would that have given the same results as".
Well it would keep people busy for years running damage control over the specs and trying to wrap their heads around the concept, that alone almost makes it worth it.archie4oz said:Of course that would just engender a whole new class of stupid comparisons...
According to IBM, the RT demo raytraced everything - not just shadows.Capeta said:In context to that RT demo, it functions the same as RC eg casting realtime hard shadows.
IAccording to IBM, the RT demo raytraced everything - not just shadows.
Second, CLX2 doesn't function as anything by itself - so if you want to be buttheaded about this, without supporting hardware, CLX2 can render approximately nothing, hence Cell wins.
kthxbye.
I think the pre-RSX GPU would have been enough of a headache for some
Pre-RSX GPU? I thought RSX was made especially for the PS3 from the get-go?
If CLX2 can render nothing on it's own, than Cell wins. One Cell. So would a 68000. And moving on with your comparison, an explanation of Infinite Planes would be useful to determine it's relevance. There's no consensus on what it is. I could only find this on the subject...You mean 15 CELLs win.
Not quite sure how being more programmable equals being more powerful. Otherwise one could claim a 100Mhz Pentium is more powerful than R600. Its certainly more flexible, but would that flexibility allow it to render (in what ever way you like) graphics better than NV2a, or R300 etc...
I guess im interested in that question because of the early rumors that Sony actually considered using another Cell or 2 as the GPU for PS3. I think that may have been debunked though, not sure.
If CLX2 can render nothing on it's own, than Cell wins. One Cell. So would a 68000.
AFAICT Infinite Planes is a technique for modelling geometry with a different mathematical representation that triangle meshes. This makes surface intersection faster to calculate than wading through triangle meshes testing triads of vertices. If so, there's nothing stopping Cell from implementing that method itself, and I would expect it to handle that incredibly quickly.
As for optimal texturing, perhaps using the DC method, each texture could have a list of pixels that access it with each pixel added to the list as it's found in a first pass. A second pass could fetch each texture in turn and apply it to the pixels in its list. Perhaps four SPEs could store a quarter of each texture to keep it local in SRAM (maximum 1 MB limit, ignoring code requirements) and a fifth SPE requests interpolated data from these SPEs, or somesuch. Trying to keep the data local.
Pre-RSX GPU? I thought RSX was made especially for the PS3 from the get-go? Sorry if I have my "facts" wrong. I read Sony stated that they made Cell and RSX from the get-go to work hand in hand via FlexIO?
Can you dwelve more into this pre-RSX gpu? The rumored dual Cell setup?
Yes, that's just as true.RSX can't render anything on it's own either so 286>RSX...ok.
So rather than contribute a useful link to where you get your understand of Infinite Planes from to help consider their applicability to Cell versus PowerVR and compare performance, you post this useless remark. Not very constructive, is it?Wolfenstein 3D at 500fps...
Agreed. That would be the way to do it. But, when you've done that first pass, you also know which part of each texture is going to be needed. So, you only need to load the parts of those textures that are used.As for optimal texturing, perhaps using the DC method, each texture could have a list of pixels that access it with each pixel added to the list as it's found in a first pass. A second pass could fetch each texture in turn and apply it to the pixels in its list. Perhaps four SPEs could store a quarter of each texture to keep it local in SRAM (maximum 1 MB limit, ignoring code requirements) and a fifth SPE requests interpolated data from these SPEs, or somesuch. Trying to keep the data local.
There was talk independently of 1Tflop etc. but I think the '4 Cell PS3' speculation was also largely fueled by those early Cell patents..and the confusion of explanatory patent illustrations for actual product plans (one of which featured a 4-Cell system that looked a little like it could be a games console).
As for usage of Cell as a GPU, I also recall that Kutaragi interview where he acknowledges that at one point they considered using Cell as the system's GPU. Though by the sounds of things that idea wasn't entertained for very long..I know there are some developers here who are quick to rubbish the notion that it was ever seriously on the table.
PlayStation 3 Patents Tip Sony's Hand
Sony engineers received a patent in September that shows they're serious about using cell computing, which uses dozens of processors to work on computer tasks, in its next-generation PlayStation 3 video game console. Observers believe that Sony will use 72 processors on a single chip for the main microprocessor of the PS3. Nine of those will be PowerPC control processors, which each control eight-vector processors.
With the PS 3, Sony will apparently put 72 processors on a single chip: eight PowerPC microprocessors, each of which controls eight auxiliary processors. Using sophisticated software to manage the workload, the PowerPC processors will divide complicated problems into smaller tasks and tap as many of the auxiliary processors as necessary to tackle them. As soon as each processor or team finishes its job, it will be immediately redeployed to do something else.
You could probably come up with a different texture storage format. Load it in as a large bitmap, but cut into into tiny portions of maybe 32x32 to fetch just enough as is needed and keep it in LS. However, a problem with that would be interpolating on the texture-tile boundaries. A solution could be to have the texture tiles overlap by a pixel or two, so a 32x32 txture tile is actually 36x36, with only the inner 32x32 accessible and the outter margin used for interpolation.Further, you value math way above data lookups, so you would want a texture compression that handles fairly small blocks of data. So you can load all the bits of texture needed to process the batch of pixels in a compressed form, and simply calculate the value you need from that. They won't be decompressed and stored up front...
So, who's going to start work on the B3D Cell Rendering Engine