Panajev2001a
Veteran
If you guys remember the famous Cell patent the Visualizer showed 4 Pixel Engines as it had 4 PEs with 4 APUs each and the part of the PE used by the other 4 APUs was used for the Pixel Engines, the Image Cache and the CRTC...
People pointed out that those would be 4 separate pixel pipelines each working on a different polygon... others noted that having 4 Pixel Pipelines filling 1 pixel each would not be good enough ( I still expect between 2 and 4 GPixels/s with such a configuration ).
Recently in a discussion between V3 and I, someone noticed how wasteful most of today's consoles would be with micro-polygons as each could fill more than a single pixel ( in the polygon all the pipes are working on, they are not independent pipes ) each cycle.
I agree on the idea that the 4 PEs would work on a different polygon/micro-polygon each as it makes sense that they could work independently... with the triangle size getting very low, with the increase in complexity of Shader programs ( which will be the limiting factor in next-generation graphics ) and with the fact that with the increase in clock rate even 4 pipelines can bring you a combined fill-rate of over 2-4 GPixels/s, this is the idea you should push towards...
It will not make sense filling 4x4 patterns each cycle, even 2x2 will begin to be a bit wasteful...
With each pixel pipeline being independent you gain on flexibility without loosing much in speed, if you even loose anything at all...
Summary: Visualizer working on 4 micro-polygons each cycle or 4 triangle/cycle ( depending on what the programmer chooses for his/her engine ).
This kind of set-up would be another thing n the PlayStation 3 architecture which IMHO would ecnourage following a REYES-like approach...
Coming back to a REYES-like architecture, the Visualizer ser-up would fit the bill really nicely... each PE would ultimately ( using the Pixel Engine ) work on a separate micro-polygon and drawing 1 pixel per cycle.
People pointed out that those would be 4 separate pixel pipelines each working on a different polygon... others noted that having 4 Pixel Pipelines filling 1 pixel each would not be good enough ( I still expect between 2 and 4 GPixels/s with such a configuration ).
Recently in a discussion between V3 and I, someone noticed how wasteful most of today's consoles would be with micro-polygons as each could fill more than a single pixel ( in the polygon all the pipes are working on, they are not independent pipes ) each cycle.
I agree on the idea that the 4 PEs would work on a different polygon/micro-polygon each as it makes sense that they could work independently... with the triangle size getting very low, with the increase in complexity of Shader programs ( which will be the limiting factor in next-generation graphics ) and with the fact that with the increase in clock rate even 4 pipelines can bring you a combined fill-rate of over 2-4 GPixels/s, this is the idea you should push towards...
It will not make sense filling 4x4 patterns each cycle, even 2x2 will begin to be a bit wasteful...
With each pixel pipeline being independent you gain on flexibility without loosing much in speed, if you even loose anything at all...
Summary: Visualizer working on 4 micro-polygons each cycle or 4 triangle/cycle ( depending on what the programmer chooses for his/her engine ).
This kind of set-up would be another thing n the PlayStation 3 architecture which IMHO would ecnourage following a REYES-like approach...
Coming back to a REYES-like architecture, the Visualizer ser-up would fit the bill really nicely... each PE would ultimately ( using the Pixel Engine ) work on a separate micro-polygon and drawing 1 pixel per cycle.