ddes said:Now that PSP is out and "available", what are your thoughts about the real PSP performance numbers - triangles and pixels / second? We all know the numbers Sony have officially announced are a bit "cooked" to say the least.
ddes said:I estimate about 20-30k triangles/frame on current PSP games.
ddes said:Sony quoted the following performance numbers:
ddes said:664 M pixels/sec
ddes said:max 33 M polygon /sec(T&L)
ddes said:The content I have seen is about 3-4 layers max, meaning that approximately 31M pixels/sec are actually rendered. This about 1/20th of the performance Sony has boasted.
ddes said:Same with triangles. I estimate about 20-30k triangles/frame on current PSP games. Now at 60 FPS you get a max 1.8M polygons/sec. This is also about 1/20th of the marketing numbers.
ddes said:Don't take me wrong, the games look great, it's just that the content does not match the numbers Sony has published. Can we then expect 20x more complex content on PSP later on? I doubt it, so most likely the real performance numbers are much less than what have been announced.
version said:ddes said:Now that PSP is out and "available", what are your thoughts about the real PSP performance numbers - triangles and pixels / second? We all know the numbers Sony have officially announced are a bit "cooked" to say the least.
CPU: 333mhz*8inst = 2.6 gigaflops
GPU: 166mhz*8= 1.3 gigapixel/sec
Megadrive1988 said:version said:ddes said:Now that PSP is out and "available", what are your thoughts about the real PSP performance numbers - triangles and pixels / second? We all know the numbers Sony have officially announced are a bit "cooked" to say the least.
CPU: 333mhz*8inst = 2.6 gigaflops
GPU: 166mhz*8= 1.3 gigapixel/sec
ack, no way. PSP most likely has 4 pixel pipelines, not 8. so that gives it 668 megapixels/sec fillrate. and *that* gets cut in half to 334 megapixels/sec when texture mapped, filtered pixels are used.
edit: admittedly I could be wrong, and you could be right. here's why. the original fillrate was indeed 668 megapixels/sec. it was originally assumed that was with texture mapping+filtering. if that was right, then PSP could have a 'raw' untextured fillrate of 1336 megapixels, thus your 1.3 gigapixels. which would mean PSP has 8 pixel pipelines/engines much like PS2 has 16. then PSP would have 4 pixel pipelines when texture mapping, much like PS2 has 8 pipes when texture mapping.
guys which is it?
one said:ddes said:I estimate about 20-30k triangles/frame on current PSP games.
How did you get that number?
Phil said:ddes said:Same with triangles. I estimate about 20-30k triangles/frame on current PSP games. Now at 60 FPS you get a max 1.8M polygons/sec. This is also about 1/20th of the marketing numbers.
the 33 Mpps number isn't indicative of what the PSP as a piece of hardware will push - it's a mear number derrived by the chips ability to push triangles, nothing more.
What do you call real numbers, exactly? Are theorical numbers, fake/wrong numbers, now?ddes said:Exactly. Now I'm just after the real numbers - if I'd be a developer and write a game for PSP, what could I expect to push through realistically? Seems that nobody has any real information about this, just speculation based on Sony's numbers.
Vysez said:What do you call real numbers, exactly? Are theorical numbers, fake/wrong numbers, now?ddes said:Exactly. Now I'm just after the real numbers - if I'd be a developer and write a game for PSP, what could I expect to push through realistically? Seems that nobody has any real information about this, just speculation based on Sony's numbers.
ddes said:What kind of polygon counts and pixel fillrate PSP users can see today?
ddes said:I just see a discrepancy between Sony's numbers and the numbers you get with a PSP and the latest game you can buy today. And I know the reason for that.
ddes said:Let me also clarify. This is not a religious war. I am all for PSP, it's great. The engineer in me just wants to know the numbers so I can compare the device with others.
Phil said:ddes said:What kind of polygon counts and pixel fillrate PSP users can see today?
I really don't want to be picky, but further up, I thought you already counted them to be at around 1.8 million pps?
Phil said:ddes said:I just see a discrepancy between Sony's numbers and the numbers you get with a PSP and the latest game you can buy today. And I know the reason for that.
...maybe because you're looking at chip specs and expecting these to equal game performance? :?
Doesn't quite work that way. It's like comparing cars... you know Car A is 1200Kg and has an engine with 200bhp at 7200 RPM and a maximum torque of 230Nm at 3250 RPM. At the end of the day, you know roughly the "specs" of the car and its parts (= specs of the platform) - but there's really no way of concluding how fast it will actually perform on a race track (= real world performance). And even once the first lap is done on the race track, it is still bound to the drivers ability to drive the car (= the developer). What we're seeing here on PSP is simply the first lap with developers that haven't used the hardware before... it will take time to utilize the platforms strength and narrow the gap to the max. specs - no different than a car that requires multiple laps to maximize the car's performance on track.
If you were a developer for PSP you would already know this information.if I'd be a developer and write a game for PSP, what could I expect to push through realistically? Seems that nobody has any real information about this, just speculation based on Sony's numbers.
So if I buy a Ferrari 355 and use it to drive around my hometown 50-60km/h, that means the manufacturer was falsely advertising the car's performance.Now given a 480x272 screen, you could theoretically fill the screen 5000 times / second. Given your 60 frames per second screen update rate, you could have 84 layers of pixels on the screen. The content I have seen is about 3-4 layers max, meaning that approximately 31M pixels/sec are actually rendered. This about 1/20th of the performance Sony has boasted.
Fafalada said:If you were a developer for PSP you would already know this information.if I'd be a developer and write a game for PSP, what could I expect to push through realistically? Seems that nobody has any real information about this, just speculation based on Sony's numbers.
Fafalada said:So if I buy a Ferrari 355 and use it to drive around my hometown 50-60km/h, that means the manufacturer was falsely advertising the car's performance.Now given a 480x272 screen, you could theoretically fill the screen 5000 times / second. Given your 60 frames per second screen update rate, you could have 84 layers of pixels on the screen. The content I have seen is about 3-4 layers max, meaning that approximately 31M pixels/sec are actually rendered. This about 1/20th of the performance Sony has boasted.
Fafalada said:The machine can render pixels at the stated speed - end of story.
Fafalada said:Whether that will be used for filling half the screen every 3 seconds or filling the screen 5000 times per second is up to the people that write the software.
ddes said:Fafalada said:The machine can render pixels at the stated speed - end of story.
Sure. Nice to see how much people really believe all kinds of marketing information.
ddes said:Let me refrase the question.
Looking at currently available PSP games, based on your expert opinion, how many polygons and layers of pixels we can see on the screen in various games?