One element that has been reported on is the number of 150M transistors in relation to the graphics processing elements of Xenon, however according to ATI this is not correct as the shader core itself is comprised from in the order of 232M transistors. It may be that the 150M transistor figure pertains only to the eDRAM module as with 10MB of DRAM, requiring one transistor per bit, 80M transistors will be dedicated to just the memory; when we add the memory control logic, Render Output Controllers (ROP's) and FSAA logic on top of that it may be conceivable to see an extra 70M transistors of logic in the eDRAM module.
With its unified shader pipeline Xenos has a fundamental difference with virtually all current shader capable graphics processors and whilst shader processing are enveloping both the geometry and raster pipeline, until now they have done both those elements distinctly. On Xenos there is a logical disconnect between the old OpenGL pipeline, which is basically the evolution path most graphics processors followed, as now the geometry and pixel shader processing are moved on to a single processing element of the chip as all the shader ALU's can dynamically be tasked with either vertex shader programs or pixel shader programs.
MEMEXPORT expands the graphics pipeline further forward and in a general purpose and programmable way. For instance, one example of its operation could be to tessellate an object as well as to skin it by applying a shader to a vertex buffer, writing the results to memory as another vertex buffer, then using that buffer run a tessellation render, then run another vertex shader on that for skinning. MEMEXPORT could potentially be used to provide input to the tessellation unit itself by running a shader that calculates the tessellation factor by transforming the edges to screen space and then calculates the tessellation factor on each of the edges dependant on its screen space and feeds those results into the tessellation unit, resulting in a dynamic, screen space based tessellation routine. Other examples for its use could be to provide image based operations such as compositing, animating particles, or even operations that can alternate between the CPU and graphics processor.
ATI also believe that Xenos specifically has the most advanced power management features of any chip they have produced so far. There is a top level power management system that can be controlled by the OS that allows for various elements of the pipeline to be turned off for various operations, such as DVD playback for instance. There are low power modes that regulate the speeds and voltages and, when inactive, the data is held in stasis rather than just switching transistors on and off to keep the data. However, in the graphics core itself there localized power management techniques applied at the block level to minimize power consumption during idle or low usage periods.
When we factor in the savings for both power and die size savings we can see that this potentially has some advantages over traditional architectures. In the case of the XBOX 360 not only does this result in a relatively smaller die size for a fairly high performance ratio but also means that the graphics need only be air cooled, without the use of its own additional fan. Beyond the immediate application we can see that unified designs that are bound for the PC could have smaller die sizes for equivalent performances as current discrete solutions or more silicon dedicated to either more ALU's for higher performance, or other transistors dedicated to other functionality.
Blimblim said:Waiting for "Dave Baumann is a sell-out" comments![]()
thorns said:so xenos is more like 382M transistors.
Why? Isn't he ATI affiliated to begin with?Blimblim said:Waiting for "Dave Baumann is a sell-out" comments![]()
http://www.ga-forum.com/showthread.php?t=50908kaching said:I'm still confused. Linky!
ahh yes, that threadBlimblim said:
heheh probably a good ideakaching said:*skims linked topic* On second thought, I'm just going to read Dave B.'s article...
kaching said:Why? Isn't he ATI affiliated to begin with?
kaching said:Why? Isn't he ATI affiliated to begin with?
Pug said:Sems like the SIMD units can do different functions
gofreak said:I knew that had to be the case. Shogmaster will be surprised![]()
It will be interesting to see what shaders specialists like Masaki Kawase will be able to do with this MEMEXPORT thing. Basically it's a cumulative shader system if I understood correctly, so each pass makes the output even more difficult to "predict" and thus debug. This will be a very interesting coding challenge for shaders experts.akascream said:MEMEXPORT sounds cool as hell! I can't wait to see developers really push this console. I am very excited for Xbox360 at this point.
Hajaz said:RSX has a much more traditional pc-card like architecture right?
Blimblim said:It will be interesting to see what shaders specialists like Masaki Kawase will be able to do with this MEMEXPORT thing. Basically it's a cumulative shader system if I understood correctly, so each pass makes the output even more difficult to "predict" and thus debug. This will be a very interesting coding challenge for shaders experts.
Hajaz said:RSX has a much more traditional pc-card like architecture right?
MEMEXPORT is much more than that, It gives you the ability to make random writes everywhere in a shader. This is the first time a GPU has a real random scatter feature.Zeenbor said:I don't see what's so special about MEMEXPORT. The ability to write back to a vertex buffer should of been in the shader specification in the first place instead of the replacement of a stage in the pipeline.
Like what? Are you talking about an "only on PS2" end result I could see in a particular game, or about a more efficient technique that gives the same end result you might see on PC/Xbox?Zeenbor said:Writing back post-processed vertices to VU RAM after transformation/vertex processing on VU1 has been an extremely awesome ability on PS2. It has allowed do many things just not possible on PC/Xbox because of this limitation.
CrimsonSkies said:Whoa. That article is so good nobody can even understand it enough to bitch and moan about it ahah.
Hajaz said:It will be very interesting to see the performance and quality of graphics it is able to produce once developers have had decent access to development kits based on the final hardware, however we suspect that it won't be until the second generation of XBOX 360 titles before we see developers being able to seriously scratch the surface of understanding the processing capabilities of Xenos and the XBOX 360 as a whole. That being said, though, much of the architecture is transparent to the developer and they shouldn't need to concern themselves much with the types of workloads they are handing to the graphics processor as this will all be handled automatically, and without stalling any part of the pipeline.
The most exciting things about MEMEXPORT isn't about shaders. Like Nostromo says, we're looking at a new kind of computing with GPU, this goes way beyond simple graphics applications.BlimBlim said:It will be interesting to see what shaders specialists like Masaki Kawase will be able to do with this MEMEXPORT thing. Basically it's a cumulative shader system if I understood correctly, so each pass makes the output even more difficult to "predict" and thus debug.
Basically, although we're talking very different levels of efficiency on non VU architectures.slidewinder said:or about a more efficient technique that gives the same end result you might see on PC/Xbox
Hotsuma said:I can only imagine what the next Panzer Dragoon game would have looked like on the 360 with the Orta team developing......
Monk said:Thanks. So samples= texels?
Kleegamefan said:Sounds like a monster....
With the capability to fetch from anywhere in memory, perform arbitrary ALU operations and write the results back to memory, in conjunction with the raw floating point performance of the large shader ALU array, the MEMEXPORT facility does have the capability to achieve a wide range of fairly complex and general purpose operations; basically any operation that can be mapped to a wide SIMD array can be fairly efficiently achieved and in comparison to previous graphics pipelines it is achieved in fewer cycles and with lower latencies. For instance, this is probably the first time that general purpose physics calculation would be achievable, with a reasonable degree of success, on a graphics processor and is a big step towards the graphics processor becoming much more like a vector co-processor to the CPU.
Kleegamefan said:I agree...
Nintendo says they don't want to go down that road because they don't believe technology/performance are the keys to innovative gameplay.....that (to me) implies Revolution will not have PS3/X360 levels of performance even though Nintendo claim they will blow the competition away with innovation....
I understand what Nintendo is trying to say but I dont 100% buy the notion of innovation(gameplay or otherwise) and technological performance being mutually exclusive...
I believe that along with greater tech comes a bigger and better "canvas" on which games can be created...
The better the performance, the more things can be simulated in a three dimentional space which can lead to greater gameplay possibilites...
slidewinder said:Like what? Are you talking about an "only on PS2" end result I could see in a particular game, or about a more efficient technique that gives the same end result you might see on PC/Xbox?
Nostromo said:MEMEXPORT is much more than that, It gives you the ability to make random writes everywhere in a shader. This is the first time a GPU has a real random scatter feature.
What do you think Tile buffers are then?With tile accelerated rendering, there's no need for an embedded framebuffer
Nostromo said:MEMEXPORT is much more than that, It gives you the ability to make random writes everywhere in a shader. This is the first time a GPU has a real random scatter feature.