Different game, almost certainly using a different colorspace format.tema said:
dodo3 said:Is RSX going to have eDRAM like the PS2 GPU had?
Sony said that eDRAM is not sufficient (feasible, anyway) for 1080p. Which of course, is the truth.
Different game, almost certainly using a different colorspace format.tema said:
dodo3 said:Is RSX going to have eDRAM like the PS2 GPU had?
ihamoitc2005 said:What I am curious is PS2 emulation method. Maybe full PS2 is inside component? I dont now. If someone has this knowledge please make post on this. Thank you.
!eVo!-X Ant UK said:Well i would assume that they'd emulate on Cell, The SPE's hasve more than enough horsepower to software render the EE effects and so does RSX. I expect they'll use the "Brute Force" method of emulating
Platon said:Could the RSX have been rewored to have EDRAM, but only for BC purposes, as 4MB EDRAM wouldn't help that much in todays games, or would it?...
Was the 48GB/s ever fully topped. I guess there was a lot of headroom with the bottlenecks being elsewhere, and that in reality the PS3 bandwith could be enough.london-boy said:It's the 48GB/s bandwidth inside the GS to its own eDRAM that's the problem to emulate on PS3, seen how it doesn't have any eDRAM and the main RAM bandwidth or GDDR bandwidth are lower than that.
nAo said:One might want to use that 'remaining part' to store all those kind of data requiring a moderate amount of bandwith.
london-boy said:It's the 48GB/s bandwidth inside the GS to its own eDRAM that's the problem to emulate on PS3, seen how it doesn't have any eDRAM and the main RAM bandwidth or GDDR bandwidth are lower than that.
!eVo!-X Ant UK said:Could'nt you do it on Cell, and have the EIB act as the 48gb/s and have the SPE's write the data into the VRAM ?? Or am i talking trash??? i am trying though
Shifty Geezer said:If this back-of-an-envelope maths is valid, texture BW shouldn't be massive.
Shifty Geezer said:For texture fetches I guess you could calculate based on texture fetches. Assuming one surface per pixel (ignoring alpha blended effects), at 5 textures per surface, 32 bits per texture, that'd be 2 million pixels (1080p) * 20 bytes = 40 megabytes a frame, 240 MB/s. That's uncompressed data too. If this back-of-an-envelope maths is valid, texture BW shouldn't be massive.
Shifty Geezer said:That full texturing capacity figure, 230 GB/s to feed 24 TMUs, sounds like a waste of silicon to me. Are those TMU's ever going to be sharing data? Presumably that number is there to support texturing when the pipes not doing something else. A simultaneous 24 way grab at RAM will course a good many stalls.
Jawed said:All 24 TMUs in G70 are working in lockstep.
Jawed said:You're right, the quads in G70 are MIMD - I was thinking of NV40, where the quads are lockstep.
Jawed