per frameIs that 800k polys per frame, or per second?
The article contains a few innacuracies and the old RSX sucks at VS is plain wrong...Also, they give some figures for performance improvement when using SPUs, but does the article say if that's comparing the SPUs alone to RSX, or SPUs with RSX versus RSX alone?
Thanks one
per frame
As a side note, the last paragraph of the article contains what Nishikawa heard from several developers, they say the vertex shader in RSX really sucks. If they try to port a 360 code to RSX without using SPU, the polygon budget has to be cut.
So was the demo done with ALL 7 SPEs dedicated to VS? Or was it just a couple of SPEs? If it's the former, then I wonder if this is a real-world scenario rather than another idealized tech demo.
So was the demo done with ALL 7 SPEs dedicated to VS? Or was it just a couple of SPEs? If it's the former, then I wonder if this is a real-world scenario rather than another idealized tech demo.
Sweet. So the OS scheduler schedules out processes across multiple SPUs.Isn't it on SPURS? It might be that the tasks/jobs were spread on 5 SPEs but not fully saturating them.
BTW a few weeks ago I saw this very detailed presentation webcast for developers in Japan by one of the developers of the Cell microprocessor at SCEI about Cell and SPURS usage and it suggests there's a big performance gap between titles that use SPURS and that doesn't.
http://www3.stream.co.jp/www11/jinzai/20070301/04/index.html
With SPURS middlewares can work together (below) but with a custom task switching system they can't and idle time gets longer (above)
The graph at the top in the movie shows CPU usage, but I don't know how to read it! Were the 5 darker threads 5 SPUs? Or are the lines each aspects of Edge distributed over Cell?And yes, a key question is whether all 5 SPUs are used 100% or you can still submit more jobs to them via SPURS.
It makes me wonder if ports will fare a little better given these tools. The 2D crowds in Fight Night 3 were really hurting! Well if Spurs turns out to be as good as it sounds, perhaps Joker454 can stop bitching about PS3 being vertex limited... I wonder what happened to that guy, it seemed as if he had just begun working on a PS3 title. Wonder what his opinion is now given these new tools?
Isn't it on SPURS? It might be that the tasks/jobs were spread on 5 SPEs but not fully saturating them.
BTW a few weeks ago I saw this very detailed presentation webcast for developers in Japan by one of the developers of the Cell microprocessor at SCEI about Cell and SPURS usage and it suggests there's a big performance gap between titles that use SPURS and that doesn't.
http://www3.stream.co.jp/www11/jinzai/20070301/04/index.html
With SPURS middlewares can work together (below) but with a custom task switching system they can't and idle time gets longer (above)
SPURS (SPU Runtime System) is not the OS scheduler, it's a lock-free runtime system spread over SPEs.Sweet. So the OS scheduler schedules out processes across multiple SPUs.
Can games only use 5 SPE's? Has another one been reserved?
Around 20:00 the slide is shown but he says nothing about it. I guess SPURS handler kicks the first SPURS execution in SPE. Also it's likely when SPURS has to call a PPU thread it does remote PPU call via SPURS handler.What does the slides say about the "SPURS handler" in PPU ?
I like how the systems can handle both data-oriented and process-oriented work at the same time.