Official speculate before its too late: RSX Spec thread

Discussion in 'Console Technology' started by ROG27, Dec 31, 2005.

  1. leechan25

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    Yeah, those GPU's never were really push by PC based CPU's. The GPU mostly was the one waiting around. However the EE push the GS. In fact its still pushing the GS now that developers are trying to get more out of the both vector units.
     
  2. ERP

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    Not really my point, I was merely stating that the GPU was in controll of the DMA in the PC world where the GS has data pushed to it.

    GPU's are pushed in the PC world, although, architecturally DX3-9 make it difficult to push a lot of polygons.
     
  3. leechan25

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    Oh,

    Well cell will act like to EE to the RSX.
     
  4. !eVo!-X Ant UK

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    Not really, EE had to Push the GS as it was'nt a proper GPU and hardly had any HARD-WIRED features, hence the EE had to push the GS to do everything. With PS3 its different because it does have a "POPER" GPU to do the graphics rendering. So there relationship wont be the same as EE + GS.
     
  5. ihamoitc2005

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    Focus

    Maybe we focus on wrong aspect of only graphics when real capability of PS3 is CELL which can help RSX with graphics but also many other calculations to make graphics realistic like realistic animation and physics and many particles, not just polygons, shadow and lighting.

    EA is using 3 SPE for graphics and GPU is already fill-rate bound (I think by fill-rate he is talking of pixel-shaders) so I think RSX is not so much faster than Xenos. Also, developer quote always say "slightly" faster. If GPU difference is very large developers would say "much" faster, no? Also Sony says faster than 2 6800 not 3 6800 or 2 7800. So maybe RSX is like 7800GTX 256MB but smaller size, 128-bit memory access and 550mhz clockspeed. Maybe also other small differences for more support to access to CPU and main memory by GPU. I wonder if maybe even GPU has method to control a SPE is possible, maybe. but I do not feel RSX has extra SPEs inside or have very different design from G70. If release is very soon then real PS3 models must be built and tested now. Also remember RSX has to have no heat and power problems.

    http://www.gamasutra.com/php-bin/news_index.php?story=6552

     
  6. ihamoitc2005

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    Ps3

    Maybe this is PS3.
     
  7. !eVo!-X Ant UK

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    There Fill Rate bound because of there lack of know-how on how to program PS3, Not because PS3 does'nt have enough of it. I also think that PS3 has a Higher fill rate than Xenos, but im not sure.
     
  8. ERP

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    More stating speculation as fact.......
    Fact is that there is no information in this quote beyomg Medal of honor is currently fillrate bound on PS3 devkits. Anything else is speculation.
     
  9. ihamoitc2005

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    Ea

    I think for PS2 EA performance is not so good but for PS3 many developers say GPU is easy so I feel that even EA has probably no problem with GPU use. Because of not so great PS2 use by EA I wonder if EA has good use of SPE. Maybe EA has improved. We must be patient to find out, my friend, but until then it is enjoyable to speculate no? Also we do not know what is resolution of EA's PS3 game. Is it 720P? 1080P? If 1080P, pixel shader fill-rate requirement is very high because twice as many pixels so half as many operations available for one pixel.
     
  10. version

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    PS3 doing 100 billion polygons/sec, fillrate not too big problem
     
  11. Laa-Yosh

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    Yeah, it's using the built-in flux capacitor to go back in time to draw more polygons. But you'll need 2 Gigawatts of power to do this, so the cooling will be a bit loud, and the power supply quite large...
     
  12. ihamoitc2005

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    ?

    I feel 100 Billion is too much my friend. I feel I must disagree. Benchmark for 1 SPE for optimized T&L is ~ 200M/sec no? So if bandwidth and no other stall maybe 1.6 Billion. But from other demo we see not perfect increase but ~5x from 1 SPE to 8 SPE so maybe 1 Billion/sec, maybe, but we cannot know. I am sorry to say 100 Billion is too much.
     
  13. ihamoitc2005

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    Mistaken


    I feel you have made a large mistake my friend. We are discussing the PS3 but you have described PS3.5
     
  14. version

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  15. SentinelQW

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    "PS3 doing 100 billion polygons/sec"

    Muhahaha...

    Ps2 Sony's theoretical max = 75 million polygon/sec
    And Ps2 real in-game polygon performance = 5-6 million/sec...

    My opinion, the Ps3 polygon performance weaker than 1 billion/sec. In-game performance is strongly questionable...
     
  16. MrWibble

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  17. ihamoitc2005

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    Ps2

    PS2 Theoretical Max geometry transform=150M/sec
    Real in-game polygon draw speed=20M/sec

    Also, I now feel that "version" maybe was joking about 100 Billion number.
     
  18. ERP

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    I think versions posting history should be required reading before anyone is allowed to respond to him......

    MrWibbles response is the best version parody ever.
     
  19. Fast

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    More like 10-20 mpps. :)

    IIRC Sonys Performance Analyzer measured a game using 10-20mpps. Any educated guess on what game that was? A Jak game perhaps?

    Oh and Sony stated the "real" polygon figure for PS2 around 25 mpps.
    "25 Million Polygons per Second (48-pixel quad with Z, Alpha, and Texture)"
     
  20. Kodama

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