Upcomming next gen console CPU architechtures are optomized for data streaming, and the trend should continue for consoles released in the 2010/2011 timeframe. It was even rumored at one time that 3dfx was working on a Voxel accelerator to be included on a GPU. So after reading an old quote on what John Carmack had to say about Voxels and their future, I was wondering what impact the CPU architechture trends in consoles are having on Voxels?
http://unrealities.com/web/johncchat.html
A total of 2 gigabytes of high bandwidth system memory is a plausible assumtion for consoles released 5 years from now. Probably Rambus XDR2 will be the successor of GDDR. Shifting extremly large data sets should be very fast and effcient.
Voxels are one example of such a structure. John mentioned that he actually wrote a voxel renderer and converted an entire Quake 2 level to use it. It wound up being about 3 gigabytes of data! But he said that that's not actually that far off from today's hardware capacity, if you use intelligent streaming techniques to move the relevant portion of the voxel set into and out of memory. And he said it was really nice having only one data structure for the entire world--no more points versus faces versus BSPs... just one octree node (and subnodes of the same type) representing everything.
http://unrealities.com/web/johncchat.html
A total of 2 gigabytes of high bandwidth system memory is a plausible assumtion for consoles released 5 years from now. Probably Rambus XDR2 will be the successor of GDDR. Shifting extremly large data sets should be very fast and effcient.
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