RSX: Vertex input limited? *FKATCT

Discussion in 'Console Technology' started by Hypx, Dec 26, 2006.

  1. Zeross

    Regular

    Joined:
    Jun 3, 2002
    Messages:
    289
    Likes Received:
    26
    Location:
    France
    You can find some infos here

    [​IMG]
     
  2. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    Is background OS expected to provide support functins than, such as file access? Does that mean some of that reserved OS is being used for game operations that would need to be coded otherwise if not present? And is that how XB360's OS operates too, providing a backbone of functions?
     
  3. blakjedi

    Veteran

    Joined:
    Nov 20, 2004
    Messages:
    2,985
    Likes Received:
    88
    Location:
    20001
    Question for the devs: instead of a comparison of the GPU architectures of either system...

    What would have been ideal in each system? What could/should have been done additionally in hardware that would have made coding a whole lot easier and not incurred too much extra cost for the manufacturer and/or been a more reasonable tradeoff vice the featureset currently included?
     
  4. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,236
    Likes Received:
    4,259
    Location:
    Guess...
    As a point of reference, what GPU is that using? And is it an issue of capability or optimisation?
     
  5. ShootMyMonkey

    Veteran

    Joined:
    Mar 21, 2005
    Messages:
    1,177
    Likes Received:
    72
    Either GeForce 7800 cards or ATI X1900s... doesn't make much difference because we're mainly CPU-limited (occasionally bandwidth-limited) on the PC for that particular project. Animation and physics sims are among the big hogs of CPU time in these gigantic levels, and no, we don't use any middleware.
     
  6. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,236
    Likes Received:
    4,259
    Location:
    Guess...
    I guess the question then becomes which CPU? And if dual core, are you using both cores either partually or fully?

    Also, how do you think a quad core would effect things? Is it even possible to leverage 4 x86 cores for that kind of project?
     
  7. ERP

    ERP
    Veteran

    Joined:
    Feb 11, 2002
    Messages:
    3,669
    Likes Received:
    49
    Location:
    Redmond, WA
    The reason you end up CPU limited on PC but not on console has little to do with the raw speed of the CPU, it's largely to do with the API overhead.
     
  8. ShootMyMonkey

    Veteran

    Joined:
    Mar 21, 2005
    Messages:
    1,177
    Likes Received:
    72
    I figure it's worth echoing what ERP said prior to anything else, but to answer your questions... It again seems to be the case with any CPU. We're not really multithreading anything on the PC, and even the extent of work we have in that respect on 360 is pretty localized to things like audio, physics, and AI. So on the PC we have hell whether it's a dual-core A64 or a single-core P4. Bear in mind that neither of these projects are likely to be out until mid-2008. In a funny way, in spite of having a very incomplete codebase for the PS3, there are already enough SPE-directed tasks to give it something of an edge over the state of code on other platforms -- even though the only SPE code we have at the moment are the really obvious candidates.

    Assuming that we can ultimately get around to making more cores fly on the 360 and PS3, and we follow in kind on the PC, you can theoretically see a benefit over 4 or 6 or 8 cores, but I can't say it'll be terrific or horrific... We'll cross that bridge when we come to it.

    Though there are definitely cases where raw CPU power just for our end of the code is a problem on the PC but not on the consoles, but they come down mainly to just throwing a lot of activity into a scene.
     
  9. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Does anything change to a significant degree with Vista, SMM?
     
  10. ShootMyMonkey

    Veteran

    Joined:
    Mar 21, 2005
    Messages:
    1,177
    Likes Received:
    72
    Can't say I've bothered to try or even look up anybody's examples. The only DX10 tests I've even seen were all running on the reference rasterizer, so it was more than a miracle if anything ran at better than 5 fps.

    If I were to guess whether the API overhead will decrease enough to make a big difference, I'd have to say... I'm not holding my breath. I'm not capable of expecting things to go any direction but downhill.
     
    TheAlSpark likes this.
  11. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,236
    Likes Received:
    4,259
    Location:
    Guess...
    Thanks for the responses, so the bottom line really is that regardless how much raw power the CPU has you can't really get to it on a PC while with a console its fully accessable?
     
  12. ERP

    ERP
    Veteran

    Joined:
    Feb 11, 2002
    Messages:
    3,669
    Likes Received:
    49
    Location:
    Redmond, WA
    Theoretically yes, the Vista driver model has less overhead. However PC drivers will still be black boxes, with the driver writers sticking God knows what work arounds in for software that does stupid stuff, so who knows how much of that potential improvement we'll actually see.
     
  13. Butta

    Regular

    Joined:
    Jan 18, 2007
    Messages:
    361
    Likes Received:
    2
    How much memory would a 720p 4xMSAA and Z take in terms of backbuffer and frontbuffer on Xenos? I imagine this would need to be heavily tiled?
     
  14. Crossbar

    Veteran

    Joined:
    Feb 8, 2006
    Messages:
    1,821
    Likes Received:
    12
    I recommend the search function, but you can get the details over here. ;)
     
  15. Heinrich4

    Regular

    Joined:
    Aug 11, 2005
    Messages:
    596
    Likes Received:
    9
    Location:
    Rio de Janeiro,Brazil
    What actual status of RSX vertex shaders ,despite great games today (like Ratchet and clank use more RSX than any other developer) and more devs with more knowledge of this hardware?
     
    #335 Heinrich4, Nov 1, 2007
    Last edited by a moderator: Nov 1, 2007
  16. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,762
    Likes Received:
    2,639
    Location:
    Maastricht, The Netherlands
    It's a thread resurrected, but it's an interesting thread anyway ... Personally I would like to know if there are any devs who have since this discussion learnt more / changed their mind, etc.
     
  17. joker454

    Veteran

    Joined:
    Dec 28, 2006
    Messages:
    3,819
    Likes Received:
    139
    Location:
    So. Cal.
    Good god, of all the threads to resurrect! I know people keep bringing up Ratchet and Clank. Believe me I love my PS3, and I'm a *huge* blu-ray movie fan. The Ratchet demo was good fun, and the Groovitron weapon is one of the greatest game weapons ever invented.

    But...R&C, to me, looks like it's a "relatively" average poly game. There's other things they do to make the game look very pretty, but a high vertex count, in my opinion, is not one of them, nor does it have to be for that type of game. I'd wager that just one of our baseball players has more verticies than all of their characters on screen at a given time combined, based on what I see.
     
  18. ShootMyMonkey

    Veteran

    Joined:
    Mar 21, 2005
    Messages:
    1,177
    Likes Received:
    72
    Yeah, I also get the impression that because of the typical distance between the camera and the characters, which save for a few exceptions aren't that huge, it gives the impression of being high-poly since the on-screen spatial density of verts is high.
     
  19. Nesh

    Nesh Double Agent
    Legend

    Joined:
    Oct 2, 2005
    Messages:
    13,999
    Likes Received:
    3,720
    Are the cut scenes real time? If so, characters and models look very high poly in these.
     
  20. nAo

    nAo Nutella Nutellae
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    4,400
    Likes Received:
    440
    Location:
    San Francisco
    Don't want to be anal..but what's the difference between giving the impression of being high poly and being high poly for real? It seems like the latter is considered to be smarter/cooler..when it should be the other way around.
    R&C characters look very detailed to me, though their design certainly helps.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...