nvidia:rsx complete.

Discussion in 'Console Technology' started by mrdarko, Feb 17, 2006.

  1. Nemo80

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    Ok, but still why ain't there any AF and unly bilinear filters with visible bandings?
     
  2. groper

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    Most games for 360 do have 2-4x AF.
    IMO , PDZ and Condemned : 4XAF
     
  3. Inane_Dork

    Inane_Dork Rebmem Roines
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    I believe I already indicated part of why that is the case: texture cache size. The other part is that Xenos is weighted towards shader ops over memory reads.

    Anyway, if the situation is so painfully obvious, it wouldn't be difficult to find several example screens from basically every X360 game. Would you mind grabbing a few? Just post the links, please.
     
  4. Edge

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    Thanks for that Megadrive1988. The RSX should only have 16 ROPS, so that makes it 8,800 MPixels.

    Here are the revised figures:

    Xbox 360:
    16 TMU's x 500 MHz = 8,000 MTexels/sec.
    8 ROPS x 500 MHz = 4,000 MPixels/sec.

    PS3:
    24 TMU's x 550 MHz = 13,200 MTexels/sec.
    16 ROPS x 550 MHz = 8,800 MPixels/sec.

    I really want to know the size of the texture cache per TMU on Xenos???
     
  5. Karma Police

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    I thought Xenos had 16 ROPs..........
     
  6. DarkRage

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    Nop, 8 ROPs.

    Keep in mind that resolution is 1280x720.

    1280x720x60fps = 55.3 Mpixels/sec

    You can see the massive overdraw capability for a current engine, where you are supposed to use long and power shaders, but not hundreds of texturing passes.
     
  7. Laa-Yosh

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    I hop you realize that there's not enough bandwith to support 8800 Mpixel/sec even if it's only simple 32-bit color writes... and if you add in Z reads + writes, and color reads for alpha blending...
    And why do you think it'll have 16 ROPs anyway?
     
  8. Historia

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    Pixel fillrate:

    X360 | 0x MSAA | 4.0 billion/s |
    X360 | 2x MSAA | 4.0 billion/s |
    X360 | 4x MSAA | 4.0 billion/s |

    PS3 | 0x MSAA | 8.8 billion/s |
    PS3 | 2x MSAA | 4.4 billion/s |
    PS3 | 4x MSAA | 2.2 billion/s |
     
  9. ROG27

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    And how did we arrive at these numbers?
     
  10. Fafalada

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    Well if you organize your overdraws (and you'd only ever be able to reach fill like this by overdrawing ad nauseum) into FB cache fitting blocks, you could do it regardless of memory bandwith. I bet I could come up with a test case that uses only one screen worth of bandwith. :razz:

    Anyway, joking aside, there's very few areas where fillrate like that could be of any use (meaning that the shaders would actually not bottleneck before it). And the two that come to mind first (shadow filling - map or volumes) can actually be subject to very different bandwith considerations - so they could support some pretty high fill numbers.

    Whether having all those rops on board just for acceleration of few scenarios like this is a good use of silicon realestate is another matter though... (then again, there was the GS...).
     
  11. Inane_Dork

    Inane_Dork Rebmem Roines
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    Looks like something I said quite a ways back when I wasn't aware that nVidia's latest can do 2x MSAA at full speed.

    My saving grace was that I knew the numbers did not tell the whole story.
     
  12. Historia

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    In development... NDA :wink:
     
  13. Nesh

    Nesh Double Agent
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    Under what developer?If its ok to tell ofcourse :)
     
  14. one

    one Unruly Member
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    Probably Josh Robinson's NDA :wink:
     
  15. mckmas8808

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    Wouldn't you be breaking your NDA giving those numbers though? I don't get it.:???:
     
  16. Shifty Geezer

    Shifty Geezer uber-Troll!
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    The thing with NDA is it's only damaging to break if they catch you, same with many a crime (excepting of course moral issues and guilt, but I doubt that applies to devs breaking NDAs!). If Historia is telling the truth and isn't traceable, he/she can break NDAs left, right and centre. NDAs don't stop info leaks (look at XB360 leaks!) but only deter people.
     
  17. LunchBox

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    Ummm.... that's not how it works... read up on how AA is calculated...
     
    #137 LunchBox, Mar 7, 2006
    Last edited by a moderator: Mar 7, 2006
  18. Jawed

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  19. ROG27

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    :roll:

    Never trust some random person claiming to be a developer with one post. If they were an actual developer with some credibility they probably wouldn't be sharing numbers like that anyway.
     
  20. London-boy

    London-boy Shifty's daddy
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    Someone under NDA would never dream of giving out numbers like Historia did, then say "i'm under NDA, can't say :wink: ". Do you imagine DeanoC or nAo do that?!
     
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