Wow, 40" 1080p tvs for a secondary display...what a waste. That would suck playing F1 on your 27" SDTV and then looking over at your $4000 HDTV to see a 2D map of the course.version said:f1 game a launchgame... my friend told me any infos..
sony's developer houses get 1080p 40" tvs
Who said the RSX SPE(s) (hypothetically speaking) would run at 550MHz? They would still carry the same clock rate of 3.2GHz on the RSX GPU die.liolio said:But why do you want put some spe in the gpu, a spe running at 550mhz should have terrible perfomance against array vertex shader pipeline with the same number of trannies.
AAron Spink have already point this
But a beautifull things are dreams, anyways i expect the ps3 to become more and more impressive along its lifetime due to cell brute force
Alpha_Spartan said:Even if they still have no games? When all you have to show at multiple trade shows are concept footage of games that just started development (or weren't even in development), you could have 5 million consoles all boxed up and ready to go and you'll still have to wait until you have a game library to launch with.
I'm sorry, but you'll have a hell of a time trying to convince me that Spiderman 2 on Blu-Ray is going to push PS3's.
silhouette said:Let me iterate my questions again:
1- What would you do with these SPEs in this configuration?
2- What kind of effects can you achieve with those SPEs that you can not do with vertex/pixel pipelines?
How easy is it for an engine to support tiling? Xenos 10mb is a walk on the tightrope. KK rule out EDRAM for framebuffer, 4mb textures and hdr cache is better, can Xenos do hdr in the EDRAM?Laa-Yosh said:Horrible tradeoff, isn't it? They can keep all the framebuffer traffic within the EDRAM die, and they have to sacrifice what, 210 MB/sec, almost an entire percent of that 22GB/sec bandwith for it, the fools...
Laa-Yosh said:Once again, you cannot put these circuits together with duct tape...
What do you mean exactly? I can't get it as an answer to version's post which has no mention of a secondary display, nor 1080p renderingAlpha_Spartan said:version said:f1 game a launchgame... my friend told me any infos..
sony's developer houses get 1080p 40" tvs
Wow, 40" 1080p tvs for a secondary display...what a waste. That would suck playing F1 on your 27" SDTV and then looking over at your $4000 HDTV to see a 2D map of the course.
I mean, you aren't expecting to play MGS4 in 1080p are you?
tema said:KK ruled out eDisplay vram because 1080p needs an expensive die. Xenos must break a frame down into 3 tiles for the small daughter die...
Hey its not my fault.Its the tekken/motorstorm/killzone videos' fault ok?Alpha_Spartan said:Damn. Alot of people are going to be disappointed by the PS3 when it's announced.
That's really a fucking shame too since it will be one hell of a system. I really can't stand when people ruin a console for themselves by hyping it to unrealistic levels. A multi-core GPU??? *Deleted by a Mod* please!!! I've heard it all.
Once again I have to point to my sig. Please, I warn you, don't ruin an awesome system by killing it with unrealistic expectations. Even if the PS3 has nothing more than an overclocked G70 it will still rule. I'm confident in that. Like I mentioned earlier, this thing still has to be small, produced in the millions and cost less than $500. Let's not get crazy here.
You're right. But maybe I made the mistake of dismissing the assumption that Sony devs got 1080p TV's to watch movies on BD.one said:What do you mean exactly? I can't get it as an answer to version's post which has no mention of a secondary display, nor 1080p rendering
Don't blame it on Sony. Blame it on the 'bois who extrapolate specs based on videos.Nesh said:Hey its not my fault.Its the tekken/motorstorm/killzone videos' fault ok?
Well I was a bit sarcastic thereAlpha_Spartan said:Don't blame it on Sony. Blame it on the 'bois who extrapolate specs based on videos.
Lazy8s said:Tile based deferred rendering like PowerVR doesn't prevent polygon transform work, but I think a little of that can be avoided regardless of rendering scheme by testing with bounding boxes initially.
Tile base deferred rendering is more efficient in several areas of performance. External memory bandwidth and space is saved because the processing takes place in on-chip tile buffers. Drawing/calculating work is conserved because only necessary pixels are processed, which also leads to texture bandwidth savings on invisible surfaces. Another important efficiency in the rendering approach is the optimal memory accesses it's able to do by having data locality and contiguous writes of its pre-ordered information.