SynapticSignal
Banned
I never wrote so much
the Cell demos at E3 ran on a Mercury "Blade Server" dual-Cell with 1 GB of Rambus
the dev Kit (Cell + nvidia gpu) was used to do the killzone 2 prerendered video (the frame rate real was 5 fps, they have played at 60 fps)
E3 2005: Cell Processor Technology Demos
"The key to this demo was that the imagery was ray-traced in realtime solely via a pair of Cell processors. Instead of using a video card to display the graphics (thereby limiting the "wow" factor), the Cell processors rendered the image to a series of JPG images, which were then streamed to a standard G5 tower over the network."
"The next demo was based on a new cloth simulation algorithm being worked into Maya. Again using two Cell processors, the demo was able to run 16 separate simulations simultaneously. Each piece of cloth was defined by 300 vertices"
" Next up we checked out a set of blade servers, each set up with two Cell processors."
http://ps3.ign.com/articles/615/615535p1.html
the Cell demos at E3 ran on a Mercury "Blade Server" dual-Cell with 1 GB of Rambus
the dev Kit (Cell + nvidia gpu) was used to do the killzone 2 prerendered video (the frame rate real was 5 fps, they have played at 60 fps)
E3 2005: Cell Processor Technology Demos
"The key to this demo was that the imagery was ray-traced in realtime solely via a pair of Cell processors. Instead of using a video card to display the graphics (thereby limiting the "wow" factor), the Cell processors rendered the image to a series of JPG images, which were then streamed to a standard G5 tower over the network."
"The next demo was based on a new cloth simulation algorithm being worked into Maya. Again using two Cell processors, the demo was able to run 16 separate simulations simultaneously. Each piece of cloth was defined by 300 vertices"
" Next up we checked out a set of blade servers, each set up with two Cell processors."
http://ps3.ign.com/articles/615/615535p1.html