If it uses the SPEs for vertex processing, would RSX be able to allocate its own vertex processors for pixel processing?Mikage said:"PS3 has not only 1 GPU, but 1+7 GPUs."
http://www.watch.impress.co.jp/game/docs/20050519/ps3_r.htm
David Kirk (nVIDIA) said:
1)RSX can use XDR-RAM(256MB) as VRAM too.
2)7 SPEs and RSX can work togehter as total GPU. SPE as vertex shader
,post processing a rendering reslut from RSX etc...
Sorry, my english is poor. I expect Mr. one will translate this article.
Yes, it isPhil said:Is AA an issue given the higher resolution and that we'll have mipmapping on textures this time?
R500 can Having RSX a 'classic' architecture I don't think it will be able to re-use its vertex shader engine as pixel shading processorsLuminescent said:If it uses the SPEs for vertex processing, would RSX be able to allocate its own vertex processors for pixel processing?
Here's what I understand (Keep in mind that my comprehension of the language is awfulistic)nAo said:Where is ONE when you need him? HEELLLLLLLP
They didn't talk about Fragment programs neither. That doesn't mean the RSX won't have pixel shading capabilities.they don't talk about AA, they don't talk about AA... bad sign
Well, at least it was worth a shot. There probably is a way of getting around and hacking a solution, but I doubt it will ever be necessary.nAo said:R500 can Having RSX a 'classic' architecture I don't think it will be able to re-use its vertex shader engine as pixel shading processorsLuminescent said:If it uses the SPEs for vertex processing, would RSX be able to allocate its own vertex processors for pixel processing?
But they talked about pixel shading at Sony conference, AA was not mentioned is any occasion so farThey didn't talk about Fragment programs neither. That doesn't mean the RSX won't have pixel shading capabilities.
It's not a GPU made by Toshiba, image quality shouldn't be problem, and I'm sure that in real world situations 2xAA (Or the infamous new version of Quincunx) should be afordable, if not for free.nAo said:But they talked about pixel shading at Sony conference, AA was not mentioned is any occasion so far
Thank you for the translation anyway
PC-Engine said:So basically part of CELL will need to be used for part of the graphics rendering pipeline.
one said:Since that interview with David Kirk conducted by Zenji Nishikawa contains so little words from Kirk that it's almost dedicated to technical illustration for readers and speculation by Nishikawa, I have little to add to what Mikage's post. Kirk says nothing about specifics about RSX, but only about how this RSX-CELL system works. Anyway here's a bit more descriptive version of the latter half of the article -
David Kirk: SPE and RSX can work together. SPE can preprocess graphics data in the main memory or postprocess rendering results sent from RSX.
Nishikawa's speculation: for example, when you have to create a lake scene by multi-pass rendering with plural render targets, SPE can render a reflection map while RSX does other things. Since a reflection map requires less precision it's not much of overhead even though you have to load related data in both the main RAM and VRAM. It works like SLI by SPE and RSX.
David Kirk: Post-effects such as motion blur, simulation for depth of field, bloom effect in HDR rendering, can be done by SPE processing RSX-rendered results.
Nishikawa's speculation: RSX renders a scene in the main RAM then SPEs add effects to frames in it. Or, you can synthesize SPE-created frames with an RSX-rendered frame.
David Kirk: Let SPEs do vertex-processing then let RSX render it.
Nishikawa's speculation: You can implement a collision-aware tesselator and dynamic LOD by SPE.
David Kirk: SPE and GPU work together, which allows physics simulation to interact with graphics.
Nishikawa's speculation: For expression of water wavelets, a normal map can be generated by pulse physics simulation with a height map texture. This job is done in SPE and RSX in parallel.
[XDR]<--->[L2-Cache]--->[SPE:1-7]--->[SPE:8]--->[GPU]---> Output
^__________________________|__________|
PC-Engine said:So basically part of CELL will need to be used for part of the graphics rendering pipeline.
So basically part of CELL will need to be used for part of the graphics rendering pipeline.
Ardrid said:Quick question for you guys. RSX's bus to the memory is 128-bit, correct? I keep seeing a number of ppl throwing out 256-bit (Anand for example) and there's no way that's possible considering that it's using GDDR3 running at 1400MHz and only kicking out 22.4GB/s.
PC-Engine said:So basically part of CELL will need to be used for part of the graphics rendering pipeline.