X360 GDC PPT presentations

Nice links. This one is nice too:

http://download.microsoft.com/downlo...iple_Cores.ppt

Shows some case studies in core-usage, Kameo and PGR3. Discusses some of the ways cores are being used, and of course, gives guidance on good multi-threading. I was surprised to see the resources that compression appears to be using.


Incredible the amount of power already used just for descompression, is just because it is at HD? will they use even more in future titles? wouldnt be better if they had put some speciall HW for it?
 
can somebody post screen cap of powerpoint presentation.
Sorry o haven't Powerpoint installed at this time.
 
pc999 said:
Incredible the amount of power already used just for descompression, is just because it is at HD?

You could link it to HD, in that higher resolutions may demand more complex and higher resolution assets, which without compression could ramp up load time. More directly, compression's would appear to be being used here to decrease load time, and to accomodate capacity constraints.
 
Titanio said:
You could link it to HD, in that higher resolutions may demand more complex and higher resolution assets, which without compression could ramp up load time. More directly, compression's would appear to be being used here to decrease load time, and to accomodate capacity constraints.

And does it scale lineary with rez (ie, eg 480p would take 1/3 of the power from 720p?)?
 
pc999 said:
And does it scale lineary with rez (ie, eg 480p would take 1/3 of the power from 720p?)?

Only if you're talking about something like a mpeg clip or something, for prerendered sequences.

I mean, really, there is no direct link between higher resolution and higher capacity requirements barring stuff like that. Just an indirect one, in that it encourages higher resolution assets (models, textures etc.).
 
I expressed myself wrong, I mean for example textures (or any content for that matter) does a 2048x2048 take 4x times the power than a 1024x1024 texture to decompresse?
 
pc999 said:
I expressed myself wrong, I mean for example textures (or any content for that matter) does a 2048x2048 take 4x times the power than a 1024x1024 texture to decompresse?
Yes. Of course that refers to decompressing an entire texture (ie. not on-demand usage).
 
Interesting tidbits

- File Decompression is "most common CPU heavy thread on the Xbox 360"

- Kameo Core Usage
C T Software Threads
0 0 Game Update
0 1 File IO
1 0 Rendering
1 1 ---
2 0 XAudio
2 1 File decompression

- PGR3 Core Usage
C T Software Threads
0 0 Update, physics, rendering, UI
0 1 Audio update, networking
1 0 Crowd update, texture decompression
1 1 Texture decompression
2 0 XAudio
2 1 ---

C = Core, T = (Hardware) Thread

Recommended use is one CPU intensive software thread per core, + many non-CPU intensive threads (e.g. blocking IO threads, intermittent tasks)

So much for the "early" titles only used a single core quib...
 
[maven] said:
So much for the "early" titles only used a single core quib...

Yeah, this is a great find, thanks Titanio and Xbot360. Can't tell you how many times this comes up where I hang out [no, I don't 'hang out' at GAF]. It's great that this presentation gives some good examples and has nice information that I can present to the more lay disposed without too much thought myself ;)

Though I would imagine the more 'port' oriented games from third parties weren't extensively using SMT, probably just separating their main game thread to one core and doing some minor things on the other cores (i.e. more like single threaded SMP than SMT).
 
Yeah, this is a great find, thanks Titanio and Xbot360.

Actually Inane Dork found, posted it in 3D Technology I think.

For some reason he deemed it not worthy of the consolre forum..but shoot there's a lot of X360 stuff there. Though, again it's all pretty broad and we've seen stuff like it before.
 
Xbot360 said:
Actually Inane Dork found, posted it in 3D Technology I think.

For some reason he deemed it not worthy of the consolre forum..but shoot there's a lot of X360 stuff there. Though, again it's all pretty broad and we've seen stuff like it before.

Hah, I see. Ah well, I agree there are a few 360 specific presentations in that bunch even though it was part of a DirectX/XNA collection so it should have been posted here as well.
 
Shifty Geezer said:
PowerPoint is to conference talks what Acrobat is to technical journals, so it's worth you getting just the viewer. Only a few megs.

http://www.microsoft.com/downloads/details.aspx?FamilyID=428d5727-43ab-4f24-90b7-a94784af71a4&displaylang=en

Thank you.
So for Xenon we have :
- Kameo Core Usage
C T Software Threads
0 0 Game Update
0 1 File IO
1 0 Rendering
1 1 ---
2 0 XAudio
2 1 File decompression

- PGR3 Core Usage
C T Software Threads
0 0 Update, physics, rendering, UI
0 1 Audio update, networking
1 0 Crowd update, texture decompression
1 1 Texture decompression
2 0 XAudio
2 1 ---

I try to dispatch that kind of work on cell (very trivial, but It is on purpose to have knowledgeable persons to go further)

PPE 1&2 Game update, file IO, networking, physic, os, control of spe threads.( i've tried to put all the "general purpose thread here and the helper or math heavy threads on the spe)(in regard with the xenon figure ppe should handle this task easily).

On Spe : math heavy task : some physics, decompression, audio, network code, rendering, os helper threads.
It seems that there is a lot more room on cell on that kind of dispatch.
Spe are decompression monsters(1 spe seems to be able to do as well as a xenon core), should be very good at audio too,
for physic It'll help but i don't know how much Math heavy are some work (i remenber A gubby test on the type of workload a cpu do while running an aegia demo, there is a lot of non math operations).

If somebody can go a lot more specific it should be a nice comparison between the two architectures on a technical side (not bias side ;) )
 
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I'm not sure if this is the decompression at work but, in PGR3 go into the photo mode and use the free roaming camera. Move the camera far away from the car say a few corners down the track and then switch back to the car view, you will quickly see all the textures draw back in as though they had been swapped out (except much quicker), switching between the car and free roam camera will always do this when moving far away. Could this be the texture decompression happening? As far as I know PGR3 doesn't stream any texture detail in.
 
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