(Sorry about length in advance)
I'm sorta looking at this from a fairly high level, and I'm not aware of the very intimate details of GPUs and such, so forgive me if some of theorising seems woefully ignorant. It's sorta late and maybe the heat's getting to me
Basically upfront, a question that will be relevant later there's been a lot of talk about how the CPUs in particular can handle vertex processing, and while I'm sure there are some constraints on how this works, can I reasonably assume it can be done?
In X360 we then have a GPU that can roughly speaking handle arbitary ratios of pixel to vertex shader workloads. In PS3 we have a GPU who's pixel and vertex shader capability is locked at a certain ratio.
At this point, it might be handy to ask about general pixel:vertex ratios. It's safe to assume that typically the weighting is quite significantly toward pixel shading? Presumably the high pixel:vertex shader ratios in "fixed" hardware is a consequence of this?
X360's GPU doesn't care about this, however. It'll adapt to workloads strongly weighted toward pixels or vertices. This should become an advantage from a utilisation point of view over a dedicated architecture (RSX) in situations where vertices require more attention than pixels, or the ratio moves away from that enshrined in RSX so to speak.
Now here, where I'm about to indulge in some comparative pondering, I should add some caveats - again I'm obviously looking at this from a high level, and there's a certain amount of "all else being equal" going on, but with that out of the way - Where the bias is toward pixels, RSX seems to have the advantage. How much of Xenos would have to be dedicated to pixel shading in order for it to match RSX in absolute terms? (Not looking for an answer here necessarily, just thinking out loud).
With vertices, the roles are reversed. In terms of shader numbers, RSX reserves 25% of for vertex shading, while Xenos could dedicate an arbitrary portion of it's resources to vertices. So with proportionately heavier vertex loads, Xenos should perform better.
But then, and coming to a conclusion, I have two questions:
1) if "typically" the bias is so strongly toward pixels (apparently), how far is the weighting likely to be biased toward vertices even in what could be considered more extreme non-typical cases? 50:50? 60:40? 75:25? (How likely is it really that many would focus so extremely on vertices vs pixels?)
2) And I guess this is the key question - does it not then seem quite fortunate that the one graphics task Cell could perhaps particularly help its pixel-biased companion with, is further vertex processing? Combined, the vertex shaders and some undefined "portion" of Cell - how far can it go to "bridge the gap" in absolute terms of dealing with larger vertex loads than RSX could handle on its own relative to Xenos?
Basically, it seems to me that RSX's "weakness" relative to Xenos is going to be situations with a higher proportion of vertex work vs the norm. But moving away from proportions, and looking at it in absolute terms, in a lot of situations could the CPU and VS combined help close the gap with how much Xenos handles when more biased toward vertices, all while keeping much more pixel shading power on tap? The opposite does not seem to be true - if the relative weakness were in pixel shading, it does not appear the CPU could be as useful at all?
I'm sorta looking at this from a fairly high level, and I'm not aware of the very intimate details of GPUs and such, so forgive me if some of theorising seems woefully ignorant. It's sorta late and maybe the heat's getting to me
Basically upfront, a question that will be relevant later there's been a lot of talk about how the CPUs in particular can handle vertex processing, and while I'm sure there are some constraints on how this works, can I reasonably assume it can be done?
In X360 we then have a GPU that can roughly speaking handle arbitary ratios of pixel to vertex shader workloads. In PS3 we have a GPU who's pixel and vertex shader capability is locked at a certain ratio.
At this point, it might be handy to ask about general pixel:vertex ratios. It's safe to assume that typically the weighting is quite significantly toward pixel shading? Presumably the high pixel:vertex shader ratios in "fixed" hardware is a consequence of this?
X360's GPU doesn't care about this, however. It'll adapt to workloads strongly weighted toward pixels or vertices. This should become an advantage from a utilisation point of view over a dedicated architecture (RSX) in situations where vertices require more attention than pixels, or the ratio moves away from that enshrined in RSX so to speak.
Now here, where I'm about to indulge in some comparative pondering, I should add some caveats - again I'm obviously looking at this from a high level, and there's a certain amount of "all else being equal" going on, but with that out of the way - Where the bias is toward pixels, RSX seems to have the advantage. How much of Xenos would have to be dedicated to pixel shading in order for it to match RSX in absolute terms? (Not looking for an answer here necessarily, just thinking out loud).
With vertices, the roles are reversed. In terms of shader numbers, RSX reserves 25% of for vertex shading, while Xenos could dedicate an arbitrary portion of it's resources to vertices. So with proportionately heavier vertex loads, Xenos should perform better.
But then, and coming to a conclusion, I have two questions:
1) if "typically" the bias is so strongly toward pixels (apparently), how far is the weighting likely to be biased toward vertices even in what could be considered more extreme non-typical cases? 50:50? 60:40? 75:25? (How likely is it really that many would focus so extremely on vertices vs pixels?)
2) And I guess this is the key question - does it not then seem quite fortunate that the one graphics task Cell could perhaps particularly help its pixel-biased companion with, is further vertex processing? Combined, the vertex shaders and some undefined "portion" of Cell - how far can it go to "bridge the gap" in absolute terms of dealing with larger vertex loads than RSX could handle on its own relative to Xenos?
Basically, it seems to me that RSX's "weakness" relative to Xenos is going to be situations with a higher proportion of vertex work vs the norm. But moving away from proportions, and looking at it in absolute terms, in a lot of situations could the CPU and VS combined help close the gap with how much Xenos handles when more biased toward vertices, all while keeping much more pixel shading power on tap? The opposite does not seem to be true - if the relative weakness were in pixel shading, it does not appear the CPU could be as useful at all?