Laa-Yosh said:You forget the framebuffer bandwith. Calculate how much the RSX would use with 4xAA, 1280*720 color + Z, and of course with overdraw, and additional rendertargets... and see how much of that extra 22GB is left for anything
I've lost track of the full text of the leakLeak said:...
The Xenon GPU is a custom 500+ MHz graphics processor from ATI. The shader core has 48 Arithmetic Logic Units (ALUs) that can execute 64 simultaneous threads on groups of 64 vertices or pixels. ALUs are automatically and dynamically assigned to either pixel or vertex processing depending on load. The ALUs can each perform one vector and one scalar operation per clock cycle, for a total of 96 shader operations per clock cycle. Texture loads can be done in parallel to ALU operations. At peak performance, the GPU can issue 48 billion shader operations per second.
The GPU has a peak pixel fill rate of 4+ gigapixels/sec (16 gigasamples/sec with 4× antialiasing). The peak vertex rate is 500+ million vertices/sec. The peak triangle rate is 500+ million triangles/sec. The interesting point about all of these values is that they’re not just theoretical—they are attainable with nontrivial shaders.
Xenon is designed for high-definition output. Included directly on the GPU die is 10+ MB of fast embedded dynamic RAM (EDRAM). A 720p frame buffer fits very nicely here. Larger frame buffers are also possible because of hardware-accelerated partitioning and predicated rendering that has little cost other than additional vertex processing. Along with the extremely fast EDRAM, the GPU also includes hardware instructions for alpha blending, z-test, and antialiasing.
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Eight pixels (where each pixel is color plus z = 8 bytes) can be sent to the EDRAM every GPU clock cycle, for an EDRAM write bandwidth of 32 GB/sec. Each of these pixels can be expanded through multisampling to 4 samples, for up to 32 multisampled pixel samples per clock cycle. With alpha blending, z-test, and z-write enabled, this is equivalent to having 256 GB/sec of effective bandwidth! The important thing is that frame buffer bandwidth will never slow down the Xenon GPU.
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version said:Laa-Yosh said:You forget the framebuffer bandwith. Calculate how much the RSX would use with 4xAA, 1280*720 color + Z, and of course with overdraw, and additional rendertargets... and see how much of that extra 22GB is left for anything
how much the framebuffer bandwith in general case ?
Jawed said:Cell -> RSX is 20GB/s write. In the other direction it's 15GB/s.
The asymmetry may well imply that it's full-duplex.
Only if it was a conventional bus.Gubbi said:If it were fill-duplex one would expect the read and write bandwidth to be exactly the same.
I didn't know that (I was inferring it, though), thanks.But we already know that the read and write channels use different, uni-directional, lanes.
DaveBaumann said:Talking to one developer recently about the memory split on PS3 he said that they would generally budget around a 50%/50% split between system and graphics memory anyway, so its probably the exception rather than the norm that developers would place texture data outside of graphics RAM anyway. There is 256MB on the graphics for a reason, its not there not to be used.
ZOMG, he just predicted that the PS3 will T0T4LLY 0WNZ the 360!!!one1!!london-boy said:Dave... X360 thread...? Any info on the X360 instead?DaveBaumann said:Talking to one developer recently about the memory split on PS3 he said that they would generally budget around a 50%/50% split between system and graphics memory anyway, so its probably the exception rather than the norm that developers would place texture data outside of graphics RAM anyway. There is 256MB on the graphics for a reason, its not there not to be used.
Titanio said:version said:Laa-Yosh said:You forget the framebuffer bandwith. Calculate how much the RSX would use with 4xAA, 1280*720 color + Z, and of course with overdraw, and additional rendertargets... and see how much of that extra 22GB is left for anything
how much the framebuffer bandwith in general case ?
I don't know what "the general case" is but I figure a 1280*720 colour (32 bit) z buffer (16-bit - that ok?) would consume ~1.6GB/s of bandwidth for 60 frames per second, with 5x overdraw. Someone might want to check my figures though, I'm kinda just trying to figure this out myself. I don't know how AA would affect that figure though (4x AA = 4x the bandwidth?) - and what's overdraw like in a modern game? Is 5x high, low, middle? Also not sure how many rendertargets a game would typically be juggling, and I'm also not sure if they'd all be of the same precision (?)
Gubbi said:If it were fill-duplex one would expect the read and write bandwidth to be exactly the same.
But we already know that the read and write channels use different, uni-directional, lanes.
jvd said:I'm still trying to figure out xma . Anyone have more info on this