'Visualizer,' 'Pixel Engine,' 'Graphics Synthesizer 3': These were all terms back in the day for possible components and/or implementations of Sony's graphics system in PS3. Fillrate in the tens of Gigapixels. Software rendering. Ray-casting based; possibly raytracing as well. Co-operation with Cell. Tile-based aspects. Things were looking weird, exciting, and confusing back in the day, because it was several different patents that led people to reach their own conclusions.
But what I want to know is: what happened?
Why the RSX but not the 'Visualizer?'
Now, obviously it just didn't work out - I'm looking for people's thoughts on what they think the reasons for that were.
Too much die space needed relative to what they hoped, ie too few Cells in PS3?
Window to develop the tech just wasn't big enough?
Advantage seen in traditional rasterizer/hardware?
Anyway just some food for thought with the dawn of the new console era upon us. I myself am fascinated behind what possibly happened behind the scenes over at Sony/Toshiba for it to fall apart like it (obviously) did.
But what I want to know is: what happened?
Why the RSX but not the 'Visualizer?'
Now, obviously it just didn't work out - I'm looking for people's thoughts on what they think the reasons for that were.
Too much die space needed relative to what they hoped, ie too few Cells in PS3?
Window to develop the tech just wasn't big enough?
Advantage seen in traditional rasterizer/hardware?
Anyway just some food for thought with the dawn of the new console era upon us. I myself am fascinated behind what possibly happened behind the scenes over at Sony/Toshiba for it to fall apart like it (obviously) did.