Official speculate before its too late: RSX Spec thread

DeanoC said:
PSP doesn't have GPU accelerated NURBS...

"The Graphics Engine supports polygon division for Bi-Cubic Uniform B-Spline and some Non-Uniform B-Spline surfaces."

with cpu possible to convert from rationale spline(nurbs) to bezier or spline
 
Last edited by a moderator:
Ken OS that bad? Windows bloatware redux, that would be hilarious. :LOL: calling up a second screen to surf the 'net, watch bluray, relay eyetoy chat.

if only Ps3 had dual cells and more xdr.
 
version said:
"The Graphics Engine supports polygon division for Bi-Cubix Uniform B-Spline and some Non-Uniform B-Spline surfaces."

with cpu possible to convert from rationale spline(nurbs) to bezier or spline
Ehh? How is that different from what I claimed?

The PSP GPU DOES NOT SUPPORT NURBS. (some doesn't count, all GPUs support some NURBS)
 
To any ps3 dev: DO YOU HAVE THE RSX GPU OR NOT? I mean if you don't then you can only speculate for the final design but with just having a few more pieces of the puzzle than we do??? The question is ironic it's just i am tired of speculation on the ps3's gpu that never come to an end.I think the discussion is not made to come to something actual but only for posting endless answers... :devilish:
 
tsek said:
To any ps3 dev: DO YOU HAVE THE RSX GPU OR NOT? I mean if you don't then you can only speculate for the final design but with just having a few more pieces of the puzzle than we do??? The question is ironic it's just i am tired of speculation on the ps3's gpu that never come to an end.I think the discussion is not made to come to something actual but only for posting endless answers... :devilish:
"The question is NOT ironic" sorry :oops:
 
tsek said:
To any ps3 dev: DO YOU HAVE THE RSX GPU OR NOT? I mean if you don't then you can only speculate for the final design but with just having a few more pieces of the puzzle than we do??? The question is ironic it's just i am tired of speculation on the ps3's gpu that never come to an end.I think the discussion is not made to come to something actual but only for posting endless answers... :devilish:

RSX is a vaporware :)
 
tsek said:
To any ps3 dev: DO YOU HAVE THE RSX GPU OR NOT? I mean if you don't then you can only speculate for the final design but with just having a few more pieces of the puzzle than we do??? The question is ironic it's just i am tired of speculation on the ps3's gpu that never come to an end.I think the discussion is not made to come to something actual but only for posting endless answers... :devilish:

nAo, DeanA, and DeanoC already know was Sony's GPU will be like. Am just waiting to find out how close it is to the famed Visualizer patent. A multi-core GPU seems to best Sony best option for achieve parity with Cell multiple SPE's.
 
Titanio said:
Why? The Visualiser patent is, as far as we know, of no relevance whatsoever.

That's what most of us think right now. However, RSX Gpu is surely closer to a cell in my opinion than you give Sony credit for. Why would Sony and Nvidia design a GPU that would become weight down by a CPU that sending it at least eight processors worth of instructions independently and simultaneously? How could the GPU handle that level of data without bottlenecks? My answer is the Visualiser or something with multiple cores.
 
leechan25 said:
That's what most of us think right now. However, RSX Gpu is surely closer to a cell in my opinion than you give Sony credit for. Why would Sony and Nvidia design a GPU that would become weight down by a CPU that sending it at least eight processors worth of instructions independently and simultaneously? How could the GPU handle that level of data without bottlenecks?

Why does that power have to be used to generate more data than the GPU can handle? Think "quality" of data as much as quantity. A simple example could be trading off the number of particles in a system generated by Cell against the sophistication of the physical modelling you're applying to it. I actually think it would be a pity in many instances to simply use Cell to generate a lot of "dumb" data to be rendered.

That said, one of the first things nVidia mentioned about RSX was how they've never had a CPU that could feed a chip like it before, so that suggests that was one area of focus for them, how to handle that. But I don't think that need involve Visualiser patents and the like ;)
 
Last edited by a moderator:
leechan25 said:
That's what most of us think right now. However, RSX Gpu is surely closer to a cell in my opinion than you give Sony credit for. Why would Sony and Nvidia design a GPU that would become weight down by a CPU that sending it at least eight processors worth of instructions independently and simultaneously? How could the GPU handle that level of data without bottlenecks? My answer is the Visualiser or something with multiple cores.

The problem is that today all the GPU are multicore.
 
enough of rsx. i like to hear about KenOS! deanA and deanC, ps3 raw speccs adv allows it to power bigger games and a fat KenOS simultaneously?

1 spe is faster than 1 x86. what about the memory?
 
leechan25 said:
That's what most of us think right now. However, RSX Gpu is surely closer to a cell in my opinion than you give Sony credit for. Why would Sony and Nvidia design a GPU that would become weight down by a CPU that sending it at least eight processors worth of instructions independently and simultaneously? How could the GPU handle that level of data without bottlenecks? My answer is the Visualiser or something with multiple cores.
If Cell is being used solely for generating graphics data for RSX to consume, PS3's going to have the worst games of any console in history...
 
Shifty Geezer said:
If Cell is being used solely for generating graphics data for RSX to consume, PS3's going to have the worst games of any console in history...

But on the plus side they'll look nice.
 
Movers and Stackers

Titanio said:
Why does that power have to be used to generate more data than the GPU can handle? Think "quality" of data as much as quantity. A simple example could be trading off the number of particles in a system generated by Cell against the sophistication of the physical modelling you're applying to it. I actually think it would be a pity in many instances to simply use Cell to generate a lot of "dumb" data to be rendered.

That said, one of the first things nVidia mentioned about RSX was how they've never had a CPU that could feed a chip like it before, so that suggests that was one area of focus for them, how to handle that. But I don't think that need involve Visualiser patents and the like ;)

Maybe i'm making it sound too simple but I think Cell could be a traditional GPU nightmare. Cell is only CPU around that could overload modern GPU's. Parallalism of Cell's independent spe goes far beyond simply wideing data bus or add faster memory. This SPE's will be sending instructions for physics processing, ray casting, and whatever esle cell can throw at the GPU simultaneously. So why did Sony decide Cell need to be a multi-core CPU in order execute these tasks simultaneously only to have a GPU bottleneck and killing the potential computing throughput?

Cell is to me like a team of eight movers told to load a moving truck. The GPU is that one guy waiting in the truck to stack up the boxes neatly. Now the movers all come back to the truck at the same time everytime with different size boxes and hands them to that poor guy waiting to stack neatly simultaneously! How is the guy on the truck going to take all those boxes and stack them properly? I say this is what Nvidia what talking about when they said they've never had a CPU that could feed a chip like it before. So how do you fix the problem? You get more people on the truck. If put four guy on the truck to stack the different size boxes the eight movers are delivering - you avoid backups or bottlenecks.
 
leechan25 said:
Maybe i'm making it sound too simple but I think Cell could be a traditional GPU nightmare. Cell is only CPU around that could overload modern GPU's. Parallalism of Cell's independent spe goes far beyond simply wideing data bus or add faster memory. This SPE's will be sending instructions for physics processing, ray casting, and whatever esle cell can throw at the GPU simultaneously. So why did Sony decide Cell need to be a multi-core CPU in order execute these tasks simultaneously only to have a GPU bottleneck and killing the potential computing throughput?

Cell is to me like a team of eight movers told to load a moving truck. The GPU is that one guy waiting in the truck to stack up the boxes neatly. Now the movers all come back to the truck at the same time everytime with different size boxes and hands them to that poor guy waiting to stack neatly simultaneously! How is the guy on the truck going to take all those boxes and stack them properly? I say this is what Nvidia what talking about when they said they've never had a CPU that could feed a chip like it before. So how do you fix the problem? You get more people on the truck. If put four guy on the truck to stack the different size boxes the eight movers are delivering - you avoid backups or bottlenecks.

Only not all of those eight men wil be giving that poor man box's, Sum will be packing item's into box's, other's will be making sure nothing is left behind...

Not every SPE will ever be 100% free to provide RSX with data, they will be busy doing other things, like sound processing, physic's, procedual stuff, General house keeping of the game...etc..etc..etc

I admit that Cell over loading RSX could happen, BUT only if Dev's dont use the SPE's for anything else.
 
"Only not all of those eight men wil be giving that poor man box's, Sum will be packing item's into box's, other's will be making sure nothing is left behind..."

Well I want to stick to the moving and stacking part but the different size boxes represent the different task complexity taking in account things like sound processing, physic's, procedual stuff, general purpose task. These SPE's able to handle these task simultaneously so PS3's GPU will need to handle able to handle that processing load.
 
Traditional PC GPU's work on a pull model, not a push model.
The GS is what I would consider a push model.

If it's the former I don't really see any complications above and beyond those that exist on Xenon. FWIW ATI and MS did solve the problem for some resonably sized processor set at some level, although I suspect more by accident than design in this case.
 
leechan25 said:
"Only not all of those eight men wil be giving that poor man box's, Sum will be packing item's into box's, other's will be making sure nothing is left behind..."

Well I want to stick to the moving and stacking part but the different size boxes represent the different task complexity taking in account things like sound processing, physic's, procedual stuff, general purpose task. These SPE's able to handle these task simultaneously so PS3's GPU will need to handle able to handle that processing load.

The only thing im looking forward to is a GPU atleast AS powerful as the 7800 GTX 512 WITH-OUT any CPU bottleneck's. That is going to own.
 
Back
Top