JF_Aidan_Pryde said:
How does a SPE compare with the vertex engines used in today's GPUs?
From a hw point of view SPEs and current vertex shader engines are quite different.
SPEs are very high frequency clocked single threaded in order processors, with lots of registers and a 'big' and very fast local memory.
Vertex shader engines are 'low' frequency clocked multi threaded processors with a small amount of registers (I believe much less than what we see from shader abstractions) and a small amount of local memory.
What's the FLOPS rating of vertex engines from NVIDIA and ATI?
This is a wild territory
I believe most vertex shaders implementation are capable of 8/10 ops per clock, but that is not directly comparable with SPEs ops per clock cause some vertex shader hw implementation performs a lot of sub operations for free, like swizzling, negating, masking, and so on.
Dunno what SPE can do 'for free' (a SPE has a secondary pipeline devoted to stuff like that), the base number is 8 ops per clock.
How many vertex operations can SPEs do?
what doest that mean?
SPEs are way more flexible than
current vertex shader engines.
A SPE can create or destroy vertices, assemble primitives, and so on..
Vertex shaders are still 'limited' to work on a single vertex at time, but I believe are way more efficient than SPEs in reaching peak utilitazation rate, even if we still don't know if developers that write SPE code currently have some quality tool/compiler.
In the next future I believe vertex shader will get very fast in things like texture sampling while a SPE will have a hard time to efficiently perform the same task.
There's not a clear winner imho, even cause we are comparing a architecture designed to be fast at vertex shading with an architecture designed to be efficient at a quite wide range of applications.