Need information regard aa cost and perfomance about RSX gpu

luke76

Newcomer
Here in Italy all think that 7600 gpu line there is a decrease of perfomance equal to 40 % when the aa it comes made in the rop and many believe that the same thing also in the rsx.Someone can give me more information and tells how much effectively costs the aa in the rsx if it is possible to know it ?

Many thanks for the answers to everyone :D
 
so the same cost for rsx ? thanks :D

No.

Even on a 7600 the cost isn't always 40%.

As I said, it depends. Your bottleneck can be anywhere, and RSX won't have the same bottlenecks as a 7600 (most notably, a 7600 will get limited almost everywhere else earlier than an RSX).
 
Bear in mind as well that with a console title, the developer can be very specific on where to apply AA. Most PC games just "brute-force" AA to the whole scene, creating a bigger hit than is necessary to get the noticeable effect of AA.
 
No.

Even on a 7600 the cost isn't always 40%.

As I said, it depends. Your bottleneck can be anywhere, and RSX won't have the same bottlenecks as a 7600 (most notably, a 7600 will get limited almost everywhere else earlier than an RSX).

Bear in mind as well that with a console title, the developer can be very specific on where to apply AA. Most PC games just "brute-force" AA to the whole scene, creating a bigger hit than is necessary to get the noticeable effect of AA.

many thanks for the answers kids :)
 
it will has to be a significant drop. whether it is 25% or 50%, don't know but it'll be quite a cost. I mean when using 4x anti-aliasing. it'll cut into both fillrate and bandwidth. honestly, I can't see the good in RSX right now. it's such a low performance part from a fillrate standpoint. it would've been fine if PS3 was going to normally render games at 480p, but 720p and 1080p, RSX makes no sense to me. I'm disappointed. that said, Im sure developers will figure ways around it. the Graphics Synthesizer in PS2 had some serious deficiencies (fillrate was NOT one of them though)... and yet there were some completely amazing PS2 games.


are shaders and relatively high shader-performance going to really make up the difference ?
 
it will has to be a significant drop. whether it is 25% or 50%, don't know but it'll be quite a cost. I mean when using 4x anti-aliasing. it'll cut into both fillrate and bandwidth. honestly, I can't see the good in RSX right now. it's such a low performance part from a fillrate standpoint. it would've been fine if PS3 was going to normally render games at 480p, but 720p and 1080p, RSX makes no sense to me. I'm disappointed. that said, Im sure developers will figure ways around it. the Graphics Synthesizer in PS2 had some serious deficiencies (fillrate was NOT one of them though)... and yet there were some completely amazing PS2 games.


are shaders and relatively high shader-performance going to really make up the difference ?




I remember to have read time ago nao that he said that the aa am is a big problem with rsx but don't remember where i have read it :( however many games for ps3 have aa4x+hdr,therefore what's the problem ?
 
If Sony would finally give us more information about the RSX and it's performance then we would have the answers to all these questions.
 
If Sony would finally give us more information about the RSX and it's performance then we would have the answers to all these questions.
Wow! You're completely right!! I don't think anyone has come to that conclusion that before. Maybe you should email SCE and ask for some more info? Be sure to be detailed in your request though, or they might mistakenly think you're just some guy asking for details without having any use for them, or background in which to apply them. Which obviously isn't the case. No.

Anyhoo, let us all know what they say..! I can't wait!

Dean
 
are shaders and relatively high shader-performance going to really make up the difference ?
I doubt that. Maybe some AA tricks like silhouette AA can exploit the shader power?

luke76 said:
however many games for ps3 have aa4x+hdr,therefore what's the problem ?
Where did you get this impression? I myself haven't played a single PS3 game, but some of our PS3 titles in development look like in the jaggy city.:mad:
 
I doubt that. Maybe some AA tricks like silhouette AA can exploit the shader power?


Where did you get this impression? I myself haven't played a single PS3 game, but some of our PS3 titles in development look like in the jaggy city.:mad:

well hs,warhawk,resistance i think :)
 
Wow! You're completely right!! I don't think anyone has come to that conclusion that before. Maybe you should email SCE and ask for some more info? Be sure to be detailed in your request though, or they might mistakenly think you're just some guy asking for details without having any use for them, or background in which to apply them. Which obviously isn't the case. No.

Anyhoo, let us all know what they say..! I can't wait!

Dean


there is an ignore function you know. seems like you're slamming your head against the wall for no good reason :eek:.

Unless you're masochistic, then by all means. I'm sure you know the type of person you're trying to talk to.
 
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Wow! You're completely right!! I don't think anyone has come to that conclusion that before. Maybe you should email SCE and ask for some more info? Be sure to be detailed in your request though, or they might mistakenly think you're just some guy asking for details without having any use for them, or background in which to apply them. Which obviously isn't the case. No.

Anyhoo, let us all know what they say..! I can't wait!

Dean

Hey, Dean, is there anyway that CELL can run supersampling schemes or some other routine that cuts down on aliasing...Maybe CELL can provide some IQ solutions?
 
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