inefficient
Veteran
Some very good information in here about Insomniac's experience with the PS3. I'm assuming this is the presentation they are going to give at the upcomming GDC.
http://www.insomniacgames.com/tech/articles/0108/files/RFOM_Debriefing_public.pdf
For me the thing that stood out to me the most was the hard confirmation about just how many SPU's Sony are allowing the devs to use.
I know it's been rumored before that devs only have full access to 5 and partial access to a 6th with the 7th SPU totally off limits. But I've never actually seen a dev officially confirm this.
According to this documention the SPU usage is as follows:
2 Raw mode SPUs
Then they go on to say that the 6th should (could?) be used with its own job manager instance in the future. For jobs that don't mind getting interrupted by the OS.
I actually find this kind of disturbing. Sony is already appropriating a whole dedicated 7th SPU for OS tasks. And on top of that they occasionally need a fraction of the 6th. Hopefully they eventually optimise their OS to the point where they will be able to fully return this 6th SPU to developers.
It seems like the AC3 Encoder is the main task Sony is appropriating time on the 6th SPU for. And they were not able to make use of the 6th SPU in the SPU pool for SPURS jobs because it was actually damaging overall to keep that SPU in the pool.
Another interesting bit was discussion of a 1280x704, 32bit, 2xMSAA alternet render buffer. It would not have been stretched/scaled to 720, just centered directly on the screen with 8 pixels top and bottom like letter boxing. They say they could have gotten a 2% perf increase and saved 1MB vram due to no wasted memory due to alignment.
They've got some detailed breakdowns on memory usage by their game. And many other interesting tidbits. It's a good read.
http://www.insomniacgames.com/tech/articles/0108/files/RFOM_Debriefing_public.pdf
For me the thing that stood out to me the most was the hard confirmation about just how many SPU's Sony are allowing the devs to use.
I know it's been rumored before that devs only have full access to 5 and partial access to a 6th with the 7th SPU totally off limits. But I've never actually seen a dev officially confirm this.
According to this documention the SPU usage is as follows:
2 Raw mode SPUs
- One SPU running broad collision
- One SPU running narrow collision
- In a thread group running SPURS
- This one is for the OS to steal for the AC3 Encoder etc.
Then they go on to say that the 6th should (could?) be used with its own job manager instance in the future. For jobs that don't mind getting interrupted by the OS.
I actually find this kind of disturbing. Sony is already appropriating a whole dedicated 7th SPU for OS tasks. And on top of that they occasionally need a fraction of the 6th. Hopefully they eventually optimise their OS to the point where they will be able to fully return this 6th SPU to developers.
It seems like the AC3 Encoder is the main task Sony is appropriating time on the 6th SPU for. And they were not able to make use of the 6th SPU in the SPU pool for SPURS jobs because it was actually damaging overall to keep that SPU in the pool.
Another interesting bit was discussion of a 1280x704, 32bit, 2xMSAA alternet render buffer. It would not have been stretched/scaled to 720, just centered directly on the screen with 8 pixels top and bottom like letter boxing. They say they could have gotten a 2% perf increase and saved 1MB vram due to no wasted memory due to alignment.
They've got some detailed breakdowns on memory usage by their game. And many other interesting tidbits. It's a good read.