Of course it is. After all, how many of these developers would have dropped the PS2 and only worked on the XBox or GameCube, given that both were effectively "more powerful" than the PS2? Developers primarily flock to Sony because they know that the PlayStation market will be the biggest and because Sony courts them with financial incentives. Nothing wrong with that, but it doesn't really prove much about the respective consoles power. Until we actually see a wide range of real games (ie. ones that you can actually purchase and play) running on real consoles (ie. final release hardware that you can buy) then it's unwise to make snap judgements on power (recent history of both console and PC market should tell you this).N00b said:I don't think it has so much to do with "power". I really think it is all about the money.
N00b said:I don't think it has so much to do with "power". I really think it is all about the money.
"I was shocked by how powerful the new consoles are," said Julian Eggebrecht, president of Factor 5. "They should really free our development." Apparently, the greater processing power of Sony's much-hyped new CPU 'the Cell', will allow Factor 5 to better simulate the real world making for more realistic games.
Jawed said:rwolf said:Here is a nasty limitation.
All 48 of the ALUs are able to perform operations on either pixel or vertex data. All 48 have to be doing the same thing during the same clock cycle (pixel or vertex operations), but this can alternate from clock to clock. One cycle, all 48 ALUs can be crunching vertex data, the next, they can all be doing pixel ops, but they cannot be split in the same clock cycle.
Yep, it sounds shit to me. It makes me wonder if dynamic branching is ever going to bring improved performance. Seems unlikely.
Jawed
nAo said:Even if all those 48 ALUs are working on the same task any given cycle it doesn't seem a nasty limitation to me.
ALUs can switch thread type (vertex, pixel, etc..) each clock cycle ( I read this somewhere..) and they run at 500 Mhz, where is the problem?
Clock is so high you have all the granularity and work distribuition you can desire.
_xxx_ said:It'll be slow because you have to sort the whole stuff and buffer everything before you send it into the "pipelines". Buffering == bad.
Yes_xxx_ said:You mean like, say, we have 25% pixel shading compared to 75% vertex shading workload in a scene and so the GPU would do n cycles pixel shading and 3xn cycles vertex shading?
Umh..to me it's no hard at all, you don't have to fix 'a priori" work distribution.Hard to imagine a viable way to do that, especially because the distribution of the workload is too unpredictable
I think you are not completely grasping what unified ALUs are doing, you don't need to sort/buffer anything.It'll be slow because you have to sort the whole stuff and buffer everything before you send it into the "pipelines". Buffering == bad.
It would, in fact I hope the real hw is not as dumb as I envisioned in my previous post.DemoCoder said:Won't the downstream pipeline stages stall for a few cycles waiting for work to trickle in?
DemoCoder said:Why would the ALUs be starved? I hardly think the PS3 will have any problem supplying ample amounts of geometry. The RSX could remove all of its pixel shaders, and still not be starved for primitives. The only question is, how fast triangle setup runs, but then again, the R500's triangle setup also presumably has limits as well, so there's no point doing more vertex shading if your triangle setup engine is already blocking you.