Fafalada said:Oh crap Lack of sleep and all that, I counted scale as one op... Nevermind thenERP said:7 ops fot the DP, 1 for the RSQ, and 4 for the scale that makes 12 in my book.
I wasn't talking about total load, I was talking about per-shader load. For an individual execution of a block of shader code, a pixel shader will be lighter than a vertex shader. The reason we have more pixel shader units is because more pixels are rendered than polygons. A few instructions per pixel is a huge load, but if execution of vertex shaders can go that much faster, you can at least save that much more time.Do you mean the total vertex load typically outweighs the total pixel load? I'm sure that's not the case. There's a reason why pixel shaders have always outnumbered vertex shaders..the load is "typically" weighted toward pixel shading.
How are bandwidth concerns alleviated in a closed environment?xbdestroya said:What sort of performance advantages should RSX be expected to see over G70 in a closed-environment like the PS3, where bandwidth concerns are alleviated to a degree and the CPU should do a much better job of keeping the GPU fed?
ralexand said:How are bandwidth concerns alleviated in a closed environment?
I see.xbdestroya said:ralexand said:How are bandwidth concerns alleviated in a closed environment?
Well I was really just refering to the bandwidth offered via the FlexIO as opposed to PCI express.
RSX** - ( UNI = 56 vec4 + 32 scalar + 24 norm + 24 tex + 8 non-filtered tex )RSX** - ( UNI = 32 vec4 + 32 scalar + 24 norm + 24 tex + 8 non-filtered tex )
Same reason we have DOT4 in the ISA even though most of the time everyone just uses DOT3.unless you're processing quaternions, why would you want to normalize a r4 vector?
In case of the PS3, Cell side is, developing geometry, making form decide, it can do collision processing and interactive processing. Anyhow because it is super high speed, with the operation it is not discouraged. The operational result remains as an enormous geometry data, but this it transfers to the RSX which is the GPU with the Redwood of the high-speed communication インターフェス. Doing tessellation and shading processing inside the RSX, real it finishes in the picture. As for the PS3 because bus width to be wide ability of the Cell is high, differs from the CPU and method of using the GPU the PC rather, it is Cell side to, it is the case that it can be popular.
And can you translate the translation?xbdestroya said:Some machine translation from the blog feature that One found in his PS3 dev kit thread that though not directly RSX related, plays in to the questions I was asking.
In case of the PS3, Cell side is, developing geometry, making form decide, it can do collision processing and interactive processing. Anyhow because it is super high speed, with the operation it is not discouraged. The operational result remains as an enormous geometry data, but this it transfers to the RSX which is the GPU with the Redwood of the high-speed communication インターフェス. Doing tessellation and shading processing inside the RSX, real it finishes in the picture. As for the PS3 because bus width to be wide ability of the Cell is high, differs from the CPU and method of using the GPU the PC rather, it is Cell side to, it is the case that it can be popular.
ralexand said:And can you translate the translation?xbdestroya said:Some machine translation from the blog feature that One found in his PS3 dev kit thread that though not directly RSX related, plays in to the questions I was asking.
In case of the PS3, Cell side is, developing geometry, making form decide, it can do collision processing and interactive processing. Anyhow because it is super high speed, with the operation it is not discouraged. The operational result remains as an enormous geometry data, but this it transfers to the RSX which is the GPU with the Redwood of the high-speed communication インターフェス. Doing tessellation and shading processing inside the RSX, real it finishes in the picture. As for the PS3 because bus width to be wide ability of the Cell is high, differs from the CPU and method of using the GPU the PC rather, it is Cell side to, it is the case that it can be popular.