Uh oh, can we stay away from sexual abuse ?
If the polygons are all, in average, 1 pixel or half a pixel in size ( using micro-polygons ) what is the point of having 16 pixel pipes GS style working on each polygon ?
V3 said:If the polygons are all, in average, 1 pixel or half a pixel in size ( using micro-polygons ) what is the point of having 16 pixel pipes GS style working on each polygon ?
Because they might not be 1 pixel in size
Gubbi said:V3 said:If the polygons are all, in average, 1 pixel or half a pixel in size ( using micro-polygons ) what is the point of having 16 pixel pipes GS style working on each polygon ?
Because they might not be 1 pixel in size
If the average size is 1 pixel, then your wasting 15 pipes most of the times.
Cheers
Gubbi
Panajev2001a said:Gubbi said:V3 said:If the polygons are all, in average, 1 pixel or half a pixel in size ( using micro-polygons ) what is the point of having 16 pixel pipes GS style working on each polygon ?
Because they might not be 1 pixel in size
If the average size is 1 pixel, then your wasting 15 pipes most of the times.
Cheers
Gubbi
You are right V3... they are actually half a pixel in size ( in some cases )
I think that the era of a series of parallel pipes all working on a single polygon will be over with Next-Generation of consoles: it is too much of a waste.
From the diagram it seems that each rendering pipeline ( each PE ) is independent from the others and thus it can work on a different polygon...
If we have games which do not push the T&L capabilities of PlayStation 3 and our average triangle size is around 2-4 pixels this is not too much of a problem ( we are still filling four different triangles at the same time ) and if the average triangle size is 1 pixel ( or lower ) we are not exactly wasting tons of resources...
4 GPixels/s can give us 4x AA at 1920x1080p at 60 fps and 8x overdraw...
Seriously, do we need MUCH more than this ?
( We are not even considering that a good chunk of opaque overdraw can be eliminated before T&L )
At 640x480p or 640x480i ( standard TV resolution ) and 60 fps we can have 16x AA and 13.5x of overdraw
Shader performance will be key ( the Visualizer should hold the Fragment Shading part in the common OpenGL pipeline, but thanks to the nature of the APUs it can be used for whatever you decide ) and the Visualizer at 1 GHz yelds 32 GFLOPS and 32 GOPS per pixel pipeline ( 32 FP ops per clock and 32 Integer ops per clock )...
We have 128 FP ops per clock and 128 Integer ops per clock in total withing the whole Visualizer...
Excluding other functions like texture filtering and similar operations that are implemented with dedicated silicon...
Panajev2001a said:They could do more... maybe 1.5 GHz for the Visualizer and 3.5 GHz for the Broadband Engine...
This would increase the fill-rate and FLOPS rating of the Visualizer and while the Visualizer would be a bit more expensive, the Broadband Engine would be quite abit cheaper...
896 GFLOPS for the Broadband Engine and 192 GFLOPS for the Visualizer yelding 1+ TFLOPS
Now you guys made me think...
Hitting 4 GHz is not easy for the Broadband Engine, maybe doable, but certainly not easy...
How about clocking both chips at 2.8 GHz ( the e-DRAM should still not surpass 1 GHz of speed ) ?
716.8 GFLOPS for the Broadband Engine and 358.4 GFLOPS for the Visualizer yelding 1+ TFLOPS
This actually would be a quite NICE scenario...
We would also have a total pixel-fill rate of 11.2 GPixels/s which should make you guys happy...
This sounds actually like how the real Broadband Engine and the Visualizer chip might clock given their size and transistors' count...
The Broadband Engine and the Visualizer are veryy similar chips and the real difference between them is that in each PE of the Visualizer we take off 4 APUs to fit the Pixel Engine + Image Cache + CRTC...
Panajev2001a said:Uh oh, can we stay away from sexual abuse ?
I was only kidding
cough... http://www.beyond3d.com/forum/viewtopic.php?t=5922 cough...