RSX vertex cache

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homy

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A session from GDC-2007
by David Simpson
Lead Programmer, Naughty Dog
During the runup to launch, Sony Worldwide Studios learned a great deal about creating high performance graphics applications on the Playstation 3. Much attention has already been devoted to shader programming, so this talk focuses instead on the other half of the equation; topics discussed will include the origin and usage of the libgcm API, algorithms for optimal use of the RSX vertex cache, and use of the CELL in tandem with the RSX including necessary synchronization techniques. This material has never been presented before in an open forum.

Does that mean that he's using input vertex of the RSX in conjunction with the CELL's SPUs?
Sony recommends using input vertex in the SPUs not in RSX. He's using both. It seems they don't waste anything.
 
I thought i didn't go through last night. Somebody lock and delete please I'm very sorry very sorry.
 
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