question is, is it so hard to design libraries to automatically synchronise the cores? or at least not leave it to the devs to MANUALLY handle synchronisation...
AFAIK synchronisation is done in hardware.
question is, is it so hard to design libraries to automatically synchronise the cores? or at least not leave it to the devs to MANUALLY handle synchronisation...
Isn't the PS2 like ~70 times more powerful? The PSone could do 300.000 textured polygons/s and de the PS2 can do let's say 15 - 20 million polygons or more per second? But I haven't taken into account the special effects like bi-lineair filtering, specular lighting,.... so it should be even more powerful!
Or sign up with Microsoft. There are limits to what underpaid and overworked developers can take.That's just a matter of time. When they've spent 6 months chasing down race conditions on a 32 APU system they'll embrace CSP-style programming with zeal.
It is not what developers want, it is what is handed over to them.the situation is, Cell will have multiple cores which can be used, much like PS2's VUs, to do whatever the developer wants.
I think you are misunderstanding the definition of "synchronization" as used in programming.is it so hard to design libraries to automatically synchronise the cores? or at least not leave it to the devs to MANUALLY handle synchronisation...
PSX2 : 3~8 million polys/s
cthellis42 said:Yeah, but that must just be in some FANTASY world! After all, I don't have any PS2 games that push those kind of numbers, so they must not exist!
and I'm pretty sure after a PA session with those games you will not be so sure anymoreBerserk said:I'm pretty sure Jak&Daxter, Jak 2, R&C 1&2, Burnout, Burnout 2,.... uses more than 10 - 15 million polygons per second.
nAo said:and I'm pretty sure after a PA session with those games you will not be so sure anymoreBerserk said:I'm pretty sure Jak&Daxter, Jak 2, R&C 1&2, Burnout, Burnout 2,.... uses more than 10 - 15 million polygons per second.
I obviously didn't look at the whole frame, but at the whole time VU1 is working and I assumed this time is devoted to rendering (and it seems so via the gif packet viewer).MrWibble said:If you run J&D or R&C through a PA and look at the whole frame-time then you won't see those massive figures because mostly the game runs well inside a frame, and not all scenes are efficiently tesselated. In many scenes however, if you ignore the idle-time and just look at the portion of the frame doing drawing, it'll easily hit 18M polys or so.
nAo said:I obviously didn't look at the whole frame, but at the whole time VU1 is working and I assumed this time is devoted to rendering (and it seems so via the gif packet viewer).MrWibble said:If you run J&D or R&C through a PA and look at the whole frame-time then you won't see those massive figures because mostly the game runs well inside a frame, and not all scenes are efficiently tesselated. In many scenes however, if you ignore the idle-time and just look at the portion of the frame doing drawing, it'll easily hit 18M polys or so.
I took several measures in differents level and zones and maximum poly/s I observed was a 'merely' 14 Mpoly/s reached by R&D..where the average is around the 8/9 MPolys/s.
Maybe I stressed the engine too much in the frames I analyzed
To be fair I cannot run J&D on my PA, but I believe it should be quite as good as R&C, as the share the same tesselation technology, and most of the stuff in the scene is rasterized with that tech.
ciao,
Marco
I think, it was this one ... GDC2003_Intro_Performance_Analyzer_18Mar03.pdfMrWibble said:J&D definitely did 18M in some scenes when I tested it. In fact I'm sure there's a presentation from a Sony guy from last years GDC-E where he showed a scan of a game doing a good number of polys. I'd put money on that scan being J&D
ChryZ said:I think, it was this one ... <a href="http://www.research.scea.com/research/pdfs/GDC2003_Intro_Performance_Analyzer_18Mar03.pdf">GDC2003_Intro_Performance_Analyzer_18Mar03.pdf</a>MrWibble said:J&D definitely did 18M in some scenes when I tested it. In fact I'm sure there's a presentation from a Sony guy from last years GDC-E where he showed a scan of a game doing a good number of polys. I'd put money on that scan being J&D
ChryZ said:I think, it was this one ...
[/quote]Paul said:PSX2 : 3~8 million polys/s
There are PS2 games that push more than 15 million in excess of 20.
ERP said:Paul said:PSX2 : 3~8 million polys/s
There are PS2 games that push more than 15 million in excess of 20.
Yeah. It's a pity there isn't a PA for other systems to expose the wild exagerations (or just over optimistic profiling) that goes on for them too...
I suspect that most of the people making bold claims would be equally surprised by PA data.