So? It's emulator runs game in 60 fps or PS2 runs game in 60 fps?
VU0: 4x FMAC + 1x FDIV = (8 + 1/7) * 300 = 2442.86 MFLOP/s
VU1: 4x FMAC + 1x FDIV + 1x FMAC (EFU) + 1x FDIV (EFU) = (8 + 2 + 1/7 + 1/7) * 300 = 3085.71 MFLOP/s
EEcore: 1x FMAC + 1x FDIV = (2 + 1/7) * 300 = 642.85 MFLOP/s
Total: 6171.42 MFLOP/s
99% sure it runs at 60 on a real PS2. The emulator can only do that if you make a hack for each game.
A few questions:
1a) Why didn't Sony consider actual texture units for the Graphics Synthesizer? Was it simply too early in the 3D GPU days to consider them? I figured SCE would've been paying close enough attention to new graphics hardware developments to have known the GS was going to create it's own problems, even knowing how capable it was in other regards.
1b) Would PS2 games hit much closer to the theoretical geometry fillrates of the vector units had Sony used texture units on GS?
How many gflops is the GS?
What do you mean by actual texture units and in what way would you consider the GS as not having them?
That is unless the game has a dynamic frame rate, which could include switching between 30 and 60 fps based on load. But it's not that likely.
It's hard to really say because the only place where floating point is used in the GS is for texture coordinates and the "Q" coefficient used in perspective correction and mipmap level calculation. We don't know for sure to what extent floating point is even used internally, except that the bottom 8-bits of the mantissa are rounded off so it's more like FP24 than FP32. I would assume that the gradient setup, interpolation, perspective reciprocal calculation and perspective multiplication are all done in floating point.
But none of the associated calculations are really exposed in a way that would be considered analogous to FLOPs in a modern GPU because they're not exposed as programmable functions, and no one else counts functions like this as FLOPs on a GPU. The GS's modulation and blending functions could more reasonably be considered ALU ops, but they're not floating point.
I keep seeing info on half the Pixel Pipelines dedicated to handling the texturing. Whether or not they can perform the same functions as the other pixel pipes, I don't know. Though I guess the greater question is if Sony did not see multi-pass TMUs coming.
Ok makes sense as ive never found any numbers on the GS... Most docs say 6.2gflops for the whole system.
Do you have any knowledge on how the PS2s CPU compared to the first xbox 733 cpu?
Do they work on INT or FLOAT?The GS's modulation and blending functions could more reasonably be considered ALU ops, but they're not floating point.
Do they work on INT or FLOAT?
I don't think it's any competition at all really. Over twice the clockspeed, wider issue, OoOE, double the L1 dcache, and L2 dcache should all give XBox's CPU a big advantage. Unless we're counting VU0 and looking at applications that are very FMAC heavy.
It's pretty easy to see that the GS design was a dead end
Definitely not FLOPS then.Alpha blending function is ((A - B) * C) >> 7) + D, where A/B/C/D can be source or destination and C can also be a fixed value. All values are colors with 8 bit ints per component.
The texture functions also perform fixed point (A * B) >> 7 modulation. The highlight modes also add the alpha component. Again these are all over 8-bit ints per component.
Ok very intresting, but shouldnt you count in the VU's as they belong to the EE? Would it be the more powerfull CPU counting in those compared to the xboxs 733 cpu?
Just as you say it was a dead end, Nvidia's CEO recently said Moore's Law is dead. I think we have to come with something new, wonder if the PS2's, or perhaps the Cells design couldve advanced further if developed upon? Can imagine theres limits there too, but GPU's and CPU's as they went, we hit a wall now....
http://www.eetimes.com/document.asp?doc_id=1331836
With that, do you think the PS2 was pushed to its limits?
This is a difficult comparison because most of the work done on VU1 is the kind of work done by the NV2A's vertex processor on XBox.
Yep thats the one. For some reason I thought they added weapons to the vehicles. Bad memory I guessDT Racerfafracer?
Yep thats the one. For some reason I thought they added weapons to the vehicles. Bad memory I guess