Emh..how do you know?ninelven said:AFAIK, no.So is the g70 texturing still coupled to the shading?
Fafalada said: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?
I was under impression that NV4x already supported free Normalize4, so it would be weird if they downgraded G70 in that respect.
That's what I'm wondering too.Rockster said:What would RSX do with physics or collision data?
Why is that?bbot said:Wow. Looks like G70 and RSX will be pretty good parts. C1 is beginning to look like doodoo.
bbot said:Wow. Looks like G70 and RSX will be pretty good parts. C1 is beginning to look like doodoo.
Nah..I don't think so. Even if RSX has 'bigger numbers' I'm not that sure about it being faster than C1 that should be quite more efficient than RSX.bbot said:Wow. Looks like G70 and RSX will be pretty good parts. C1 is beginning to look like doodoo.
Rockster said:What would RSX do with physics or collision data?
Let's imagine a boat on water. It looks crappy on current consoles because the water physics don't accurately respond to the object on it. With RSX having access to physics data, all kind of cool things can be done. Imagine the PS3 rendering waves tossing a ship around. The GPU is able to render this scene accurately in real-time according to the physical interaction between the ship and the waves. That's just one example I can think of.Rockster said:What would RSX do with physics or collision data?
Interesting, how would that work in practice? What would the gpu do with that physics data? Would it offset the location of vertices based on that? Why can't this be done at the cpu level?Alpha_Spartan said:Let's imagine a boat on water. It looks crappy on current consoles because the water physics don't accurately respond to the object on it. With RSX having access to physics data, all kind of cool things can be done. Imagine the PS3 rendering waves tossing a ship around. The GPU is able to render this scene accurately in real-time according to the physical interaction between the ship and the waves. That's just one example I can think of.Rockster said:What would RSX do with physics or collision data?
There's nothing that can't be done on a current console or PCAlpha_Spartan said:Let's imagine a boat on water. It looks crappy on current consoles because the water physics don't accurately respond to the object on it. With RSX having access to physics data, all kind of cool things can be done. Imagine the PS3 rendering waves tossing a ship around. The GPU is able to render this scene accurately in real-time according to the physical interaction between the ship and the waves. That's just one example I can think of.Rockster said:What would RSX do with physics or collision data?
nAo said:There's nothing that can't be done on a current console or PCAlpha_Spartan said:Let's imagine a boat on water. It looks crappy on current consoles because the water physics don't accurately respond to the object on it. With RSX having access to physics data, all kind of cool things can be done. Imagine the PS3 rendering waves tossing a ship around. The GPU is able to render this scene accurately in real-time according to the physical interaction between the ship and the waves. That's just one example I can think of.Rockster said:What would RSX do with physics or collision data?
Quaz51 said:i think is 2*(vec4 + scalar) par pixel pipeline not 2vec4 + 1 scalar (2 vec4 +2 scalar + 1 norm = 5 instruction)
total = 56 scalar not 32
Titanio said:Alpha's post reminded me, I guess asides from "just" vertices, Cell could more generally be feeding results of simulation into vertex or pixel shaders, and not just relating to object movement or whatever (data for lighting would be another example). Again, the concept isn't fundamentally new as such, but the sheer power + bandwidth makes it much more feasible than before.
Love_In_Rio said:Titanio said:Alpha's post reminded me, I guess asides from "just" vertices, Cell could more generally be feeding results of simulation into vertex or pixel shaders, and not just relating to object movement or whatever (data for lighting would be another example). Again, the concept isn't fundamentally new as such, but the sheer power + bandwidth makes it much more feasible than before.
And that could also be made only in Xenos with MEMEXPORT instruction.