Urian said:I have seen recently the DevStation agenda and it seems that Sony will give a keynote to the developers about how to manage audio in the RSX.
What type of sound coprocessor could be included on the RSX, DD 5.1 Decoder o DD HD Decoder?
Urian said:I have seen recently the DevStation agenda and it seems that Sony will give a keynote to the developers about how to manage audio in the RSX.
What type of sound coprocessor could be included on the RSX, DD 5.1 Decoder o DD HD Decoder?
Synergy34 said:I remember seeing the optical output on some of those backside pics taken from E3 or the TGS. Have to dig one up though to be sure.
EDIT: here's a shot of the back, it's there
http://media.ps3.ign.com/articles/614/614619/img_2786114.html
Actually, the audio in a HDMI connection goes through separate pins compared to video, so audio would not have to be piped through the GPU...london-boy said:so this is probably about the fact that since HDMI carries digital sound, it has to go through RSX obviously.
If you want to get technical - by definition, every CPU is also a DSP. And these days most are considerably more powerfull then the dedicated sound DSPs anyway.Urian said:From my point of view is better for the programmer if a sound DSP exist and you can use one of the CPU to help it.
But it shouldn't be any hard, I mean nvidia's probably got a few nforce designs around, and I'd guess such h/w is very small in terms of transistors usage and could easily be integrated into the RSX. I mean if they don't want to use it or want a better solution they can use the spes. Anyway, didn't the xbox 360 have some audio related h/w on the gpu?Fafalada said:If you want to get technical - by definition, every CPU is also a DSP. And these days most are considerably more powerfull then the dedicated sound DSPs anyway.
Anyhow, there are tasks that make sense being in dedicated hardware (such as decompression of samples), but the rest of the stuff that would require a programmable DSP to get the most out of it Anyhow - why would anyone settle for the extra cost and complication of yet another different processor when you already have a CPU that is practically built for tasks like these?
XB360 has hardware audio decompression only. All the mixing and transforming is done on the CPU.zidane1strife said:But it shouldn't be any hard, I mean nvidia's probably got a few nforce designs around, and I'd guess such h/w is very small in terms of transistors usage and could easily be integrated into the RSX. I mean if they don't want to use it or want a better solution they can use the spes. Anyway, didn't the xbox 360 have some audio related h/w on the gpu?
Yep Sony provides some software, but it still has to be written and hard things remain hard things, who-ever writes them...zidane1strife said:Hmmm, Deano, I thought sony'd provide the s/w for it. Do they not? Or do they and you're doing it because just want a few more unsupported audio features?
Shifty Geezer said:XB360 has hardware audio decompression only. All the mixing and transforming is done on the CPU.
Having custom audio hardware is pushing the boundaries of what you have a CPU for. It's cheaper and more versatile to have a powerful progammable chip to set to the tasks you want, than a collection of specialised hardware components. Which would you prefer to work with?
a) A system of powerful and versatile programmable CPU and GPU
b) A system of seperate game-logic processor, audio processor, physics processor, graphics processor, image post-processor, hardware ray-caster, audio decompressor, video decompressor, and other seperate components with their own programming models that you may or may not use in your game
The idea of providing a separate processor to handle audio and thus relieve the Cell of the burden seems redundant when you think you've got power already available. There are those who feel with Cell running game, AI, physics, and audio, it'll get bogged down. You may be right, but no system has infinite power. If the designers feel the system can't cope with workload (though workload will always be scaled to system), they need to add more you're processing power, and if you're going to add silicon to do a task, you have to weigh up whether custom silicon will be more beneficial than versatile, programmable hardware. If you're going to add a DSP, why not add another SPE instead? And it's not just the silicon chip you have to worry about, but data pathways and interfacing too.
Custom processors aren;t always the best solution. The Amiga was a multi-chip solution with lots of custom processors, but after a while it's performance fell behind that of a the monolithic processing power of the x86. You have to balance out cost, versatility, ease of development, ease of system integration and such to determine if a piece of hardware is worth including. And sooner or later you have to draw the line when to stop adding features and driving up the cost, even if a feature would be nice.
Shifty Geezer said:Custom processors aren;t always the best solution. The Amiga was a multi-chip solution with lots of custom processors, but after a while it's performance fell behind that of a the monolithic processing power of the x86. You have to balance out cost, versatility, ease of development, ease of system integration and such to determine if a piece of hardware is worth including. And sooner or later you have to draw the line when to stop adding features and driving up the cost, even if a feature would be nice.
london-boy said:Well according to Faf, all sound processing could run on an SPE and leave a lot of room for other things too, on that same SPE.