Titanio said:
I think it can reside in either buffer, but you'd probably want to keep it in GDDR3 I guess.
Yeah, considering that Cell will use some of the XDR bandwith, you'd even loose a bit of speed if you move the framebuffer there.
People have suggested splitting the buffer, putting your zbuffer in one pool, your colour buffer in another, but I'm not sure how desireable or necessary that would be.
Another trick, according to Faf, may be to do some heavily deferred rendering, where the GPU generates separate passes for different elements of the frame. For example, an 'albedo' channel to show textures and colors without any lighting, a diffuse channel with the lighting, a specular channel with the highlights, and then a z-depth channel, an atmospheric effects channel, and so on. This data would be then combined in the SPUs using a single formula to composite the passes into the final image. You could even break up the diffuse pass into a surface normal pass and add lighting in the SPU; and even perform some multisample AA somehow.
The only problem I see with this is that the amount of data is several times as much as with a simple framebuffer
- but perhaps it could be streamed through the FlexIO bus to Cell, without storing the full images for the passes.
As for the impact of all this on AA, I think it'll be alright. But every game is different, with different requirements, so it is tough to speculate in general terms.
I think it's pretty safe to assume that some titles will have some level of AA, but others will not. The whole system is a lot more complex than the (not exactly simple) X360, but with a few more bottlenecks as well, so there are lots of compromises for developers to choose from. The more complex graphics you'll get, the less likely that they can squeeze the bandwith and memory for AA...