Not at the same time. The RSX might, though.The GameMaster said:I know that the Geforce 7800 is also capable of MSAA and HDR...
Not at the same time. The RSX might, though.The GameMaster said:I know that the Geforce 7800 is also capable of MSAA and HDR...
I thought not. I thought it hadn't the hardware. Only SSAA+HDR, not MSAA+HDRThe GameMaster said:I know that the Geforce 7800 is also capable of MSAA and HDR
Though likely, it's still too early to state for a fact that RSX doesn't have one, unless you've got a leaked copy of the official tech-specs of the RSX to hand, which we'd like to see.As for your last question the Geforce 6800 and 7800 series GPUs (NV4x/NV5x) does not have a geometry tessellation unit and as the RSX in the PS3 is based on the NV5x series GPUs it also does not have a geometry tessellation unit (GTU).
Not sure if this is true in conjunction with Cell, unless you're talking RSX vs. Xenos outside of the rest of the system.Like I said though... just because the RSX does not have a GTU does not mean it can't do displacement mapping, geometry tessellation, or level of detail schemes... it just a lot slower doing those functions compared to XENOS.
Who say's it's not better? It might well be.mckmas8808 said:So can you or anybody else explain to me why the Xenos is not better than the RSX?
Shifty Geezer said:Not sure if this is true in conjunction with Cell, unless you're talking RSX vs. Xenos outside of the rest of the system.
Titanio said:Shifty Geezer said:Not sure if this is true in conjunction with Cell, unless you're talking RSX vs. Xenos outside of the rest of the system.
I'd be interested to see or hear more about potential performance in this area on SPEs too. Displacement mapping is something Kutaragi highlighted as something that could be done very well on Cell.
And yeah, looking at these components out of context is of limited use imo..
mckmas8808 said:So can you or anybody else explain to me why the Xenos is not better than the RSX?
I know that, but I was also talking of things such as the "45 degree" tricks on R3xx+ and NV4x+, as well as some of NVIDIA's AF optimizations that tend to be evil when driver-generated, but could be interesting in the hands of a developer. Although TBH, I imagine few devs would even care at all about this (why waste 3 days implementing a perfect solution for this when the GPU manufacturers could do it for you? heh)ERP said:Given Xbox and GC altready let you do this along with every recent PC graphics card I know of.
No real point doing it on the PC since people just turn it on in the control panel and crap all over any setting the dev might choose to make.
View dependant displacement mapping would be one of those RSX+Cell uses that some people here vehemently deny - ie. you get nice utilization of FlexIO port without ever touching XDR.Titanio said:I'd be interested to see or hear more about potential performance in this area on SPEs too. Displacement mapping is something Kutaragi highlighted as something that could be done very well on Cell.
what was left out? a realtime raytracer mayberblakjedi said:A couple days ago folks were discussing the trade-off the NV and ATI made in making their GPUs.
Is there any feature that you would expect on this gen's hardware (other than more power) that was left out?
Programmable ALU's - check
Geometry tesselation units - check
"Free" AA - check
Extreme bandwidths for graphics work- check
Displacement mapping capability - check
What other goodies were left out?
I believe it can be safely assumed that the RSX has a bit more raw power than Xenos, but at the same time is less flexible and thus might not always be as efficient. Both have some features the other doesn't have, but in the end, they're both awesome GPUs. Xenos is just quite a bit more interesting or innovative if you will.mckmas8808 said:So can you or anybody else explain to me why the Xenos is not better than the RSX?
I agree, sounds like a perfect job for FlexIO and one or more SPEs. Any idea just how many polys/sec one SPE might tesselate? Xenos # would suggest it needs 2 cycles to tesselate one poly with its dedicated hardware, how many cycles would a SPE need? Even if it takes 10 or more cycles, one SPE might still match or outclass Xenos' fixed function tesselation unit due to Cell's much higher clockspeed...Fafalada said:View dependant displacement mapping would be one of those RSX+Cell uses that some people here vehemently deny - ie. you get nice utilization of FlexIO port without ever touching XDR.
Gollum said:I agree, sounds like a perfect job for FlexIO and one or more SPEs. Any idea just how many polys/sec one SPE might tesselate? Xenos # would suggest it needs 2 cycles to tesselate one poly with its dedicated hardware, how many cycles would a SPE need? Even if it takes 10 or more cycles, one SPE might still match or outclass Xenos' fixed function tesselation unit due to Cell's much higher clockspeed...
I think the MemExport function is over the system bandwidth, is it not? I think it provides CPU<>GPU communication similar to CELL<>RSX (and similar to CPU<>GPU over PCI-E) but doesn't have the bandwidth advantage. I'd say that where MS saved system bandwidth consumption through using eDRAM for backbuffer, Sony saved bandwidth with direct communication. The main difference between approaches is we KNOW backbuffer work is a huge BW demand, by vertex work is an unknown to date. Will that Cell<>RSX BW ever be used to capacity, it will it only ever save a few hundred megabytes a second from system BW?blakjedi said:I think the memexport capability of Xenos is incredible... and evens things up a bit with RSX in terms of capabilities.
BenQ said:I am still HIGHLY sceptical of the SPE's abilities for two reasons.
1. Depending on who you talk to, the SPE's can either be used for everything under the sun, or that they are too specialized and are infact not very useful for a good number of things.
2. People use the SPE's as a catch-all. Don't worry if the RSX can't handle it, the magical SPE's will come to the rescue and can do everything at lighting fast speeds. No concievable limitations or bottlenecks here
There ARE limits, and I find it difficult to put much faith in certian claims when the limits aren't even explored.
How much sense does it REALLY make to have the Cell working on tasks better suited to a GPU?
london-boy said:BenQ said:I am still HIGHLY sceptical of the SPE's abilities for two reasons.
1. Depending on who you talk to, the SPE's can either be used for everything under the sun, or that they are too specialized and are infact not very useful for a good number of things.
2. People use the SPE's as a catch-all. Don't worry if the RSX can't handle it, the magical SPE's will come to the rescue and can do everything at lighting fast speeds. No concievable limitations or bottlenecks here
There ARE limits, and I find it difficult to put much faith in certian claims when the limits aren't even explored.
How much sense does it REALLY make to have the Cell working on tasks better suited to a GPU?
I don't think anyone ever said that there aren't limits?? Cell will help RSX on some things, but there are limits. Kinda natural if you ask me.
BenQ said:I am still HIGHLY sceptical of the SPE's abilities for two reasons.
BenQ said:I don't mean to sound grim.
But from what I have read regarding the Cell's usefulness for many things, seems to boil down to PURE conjecture.
I have read speculations that the SPE's will be used for EVERYTHING, such as advanced physics, A.I., AA, processing vertex data, geometry tesselation, Ray tracing ect.
There's just too much hype/expectations based on not enough info. IMO.
Is it really pure conjecture if it's based on experience with more limited variations of similar architecture types?BenQ said:But from what I have read regarding the Cell's usefulness for many things, seems to boil down to PURE conjecture.