midnightguy
Member
from what I read in other articles, RSX *probably* has 24 pixel pipelines, and most likely has 8 vertex pipelines and this cannot be compared to Xbox360 Xenos' 48 pipes unifed pipes.
Vince said:This irks me. They're using the same process (CMOS4) for RSX in 2006 that the PSP and [EE+GS] have been using, the latter since 2H2003. And the latter two designs have eDRAM to boot... CELL I can understand being at 90nm, as it's a highly-custom sSOI design, but WTF happened here. CMOS5 (65nm) has been sampling since 2004, somewhere, some group fucked up.
And does anyone know the NV40s sie size? It has to be huge, having 220M tranistsors at 130nm. [130] => [90nm] is a 2X increase in area, RSX is just over 300M... I'm guessing NV40 is huge and nVidia|Sony are banking over absolute preformance.
Doom_Bringer said:Is Getaway a tech demo only or is Sony Europe making another Getaway?
Izzy said:There'll be another Getaway.![]()
Izzy said:It means, as amazing as Heavenly Sword was, it was hardly using Cell power at all. Only the main core (PPE) - SPEs (7 of 'em) were idle.![]()
rastex said:Doesn't this contradict previous reports that Cell would handle dynamic allocation to the SPEs? So you don't need to explicitly set code to them as the PPE determines which SPEs get which tasks and distributes them accordingly (while performing some processing on its own). Unless they specifically locked down the 7 SPEs, which I don't see a reason why they would, I highly doubt they were idle.
Deano Calver said:We haven't made the jump to a multi-thread game architeture yet. Almost everything sits on a single thread...
Izzy said:I'm not Deano, but here's what he had to say on the subject:
JMPovoa said:One thing that has been bugging me these recent days is the Floating Point Calculations which Cell almost doubles Xbox360's PowerPC processor in terms of performance. What does this account for exactly in terms of games?
So, theoretically, the more floating point operations you can do, the more complex and realistic a system you can create. This is particularly true in a physics simulation (and a particle system is just one of the simpler physics simulations you can do). The more floating point ops you can do, the more realistic you can make the simulation without hurting the frame rate. There is a finite amount of time between each VSYNC flip on the TV and you have pretty straightforward falloff from 60->30->15->etc. So lets say you're currently running at 15fps and you want to make the game run at 30 - you start finding ways to optimize or cut down the sophistication of the simulation so that you can post the frame to be rasterized (put in your face). Unlike PCs, there aren't 17FPS and such. If you miss the retrace - you have to wait
hukasmokincaterpillar said:Im probably stating the obvious but it sounds like theirs going to be some growing pains with the move to multiple threads in the development process, for all platforms. I doubt most first gen titles will take much advantage of the CPU's at their disposal. Especially the synergy that might be accomplished between Cell/RSX, who knows what sort of funky shit may end up being finagled out of that tag team when its all said and done.
This is why middleware will be VERY popular this generation. It will be written thread aware and tailored to the 2 boxes. You'll get packages for physics simulation (Ageia), AI, collision engines, audio engines, and of course, graphics (which covers ALOT of ground).
JMPovoa said:And in your opinion, which console will benefit the most? (you may consider this a rethorical question, but i am curious)
Izzy said:More from this article.
David Kirk (nVIDIA) said:
1) RSX can use XDR-RAM(256MB) as VRAM too.
2) 7 SPEs and RSX can work togehter as a total GPU. SPE as vertex shader
, post processing a rendering result from RSX etc...
BTW - nVidia's RSX 128-bit HDR implementation is rumoured to be exceptional.![]()
sonycowboy said:This is why middleware will be VERY popular this generation. It will be written thread aware and tailored to the 2 boxes.
Endymion said:This thing is a monster waiting to awaken.
JMPovoa said:And in your opinion, which console will benefit the most? (you may consider this a rethorical question, but i am curious)
hukasmokincaterpillar said:Middleware makes me frown a little bit just for the whole sameness aspect to it, at least in the PS2/Xbox/Cube era. I understand its need, especially for multiplatform. And its cranked out some great titles. But as far as first or second party is concerned I think dedicated engines gave us the best stuff this past gen. Halo, Metal Gear, GT, RE4, Metroid, NG etc. Do you see that changing next gen? Will Middleware be a must due to general cost and efficiency? Will that be the real bottleneck perhaps?
Phoenix said:Yes, as has been mentioned before - the idea is to have a multithreaded game where the threads are working on 'in-order' data. Then you can have an thread per SPE (at least one assuming its running 100% peak) doing something. If you only have one thread, work cannot be allocated across the SPEs because you're only telling the machine to do one thing at a time. When you thread it, you're telling the machine to do multiple things at once (and this is where you rapidly fall from the theoretical numbers down to the actual numbers - that's the same for any MP system). When there is more than one thing to do, only then can work be spread out in producer:consumer fashion to the architecture.
In laymens terms its like having 7 UPS delivery trucks, but only one package to deliver versus have 7 UPS delivery trucks with more than one package to deliver. In the later you use more trucks.
Phoenix said:Now, the guys who roll their own engines will undoubtedly make stuff that is more efficient than Gamebryo could ever hope to be because they don't intend to be multi-platform and as such can optimize specifically for the platform they're on.
sonycowboy said:That's a big reason why EA bought renderware. They recognized that they would spend millions and millions of dollars to develop various engines that have already been done better by others. And that's from a company that develops over 100 skus a year and could afford to develop in-house engines that could be leveraged by many systems.
Mrbob said:This is a little interesting. I guess it works great for EA since they are such a large company, but what has surprised me is how well adopted Unreal Engine 3.0 has become. I'm starting to think it is going to supplant Renderware as the middleware of choice for these next gen platforms.
Before I get accused of misleading, let me correct what I said. I was wrong, the GIF bus from the EE to the GS apparently isn't one-way. Deano recently said something about seeing the EE interact with the GS like on a few ocassions, and IIRC, Faf alluded to this years ago while the tech discussions were still heavy here. So I would like to say that it's probably 2-way but due to the bandwidth problems (sending vertices and uncompressed textures to the GS), it probably isn't a very viable option for most games. 360 and PS3 should be much more capable in this regard. PEACE.seismologist said:yeah your right. I was thinking more along the lines of having a dedicated unit for processing graphics on the CPU.
This is something the X360 lacks unless they allocate 1/3 of the CPU cores to process graphics. Right?
rastex said:This still doesn't mean that the SPEs aren't being used. Even if threads aren't coded into the engine explicitly the provided compilers can parallelize things on their own, there are compilers out there that already do that, so I'd assume that the current Cell compilers do that as well. Having the compiler take care of everything for you won't get you as efficient as doing it by hand, but it'll get you a good way there.
sonycowboy said:It will be very difficult for any developer to make an engine better than the Middleware guys this generation.
Phoenix said:I would actually be willing to put money AGAINST thatIf you're saying that SCEA can't write more optimal code for their own machine than the Renderware and Gamebryo folks... Building a specific purpose shader set for doing very specific effects is always going to be faster than the general purpose sets done by middleware. That has always been the case and I don't see any reason why that would be any different this generation.
Phoenix said:Its very difficult to parallelize things for in-order processors simply by using the compiler. This is different than just rolling something for a G5 or an AMD because you can fork the process and do pieces and then join the pieces later. These stupidly fast cores are not out-of-order processors, they expect to receive their instructions in order and as such if you don't feed the processors, there isn't a whole lot that the compiler can tell them to do.
rastex said:Well here's what I'm thinking, depending on how smart the IBM compiler is. On one of the passes it'll figure out the data dependencies of a given block of code and split that block up into independent sub-blocks. Then on execution with special instructions (inserted by the compiler) the PPE will delegate out those sub-blocks to the SPEs.
Further clarification: So say you have Block A. The compiler will reorder and all that and in the end it'll be divided up into Tasks 1-8. So when the program runs the PPE will assign Task 1 to SPE01, Task 2 to SPE02 etc etc. Obviously this is a trivial example, and maybe I'm expecting WAY too much out of the compiler and head PPE unit, but I'd be surprised if there isn't anything AT ALL going on like this.
sonycowboy said:I think you'll see the big Middleware guys really, really make incredibly efficient engines that are tailored to each platform and to provide regular updates throught the life of the consoles as they make iterative changes.
Cerebral Palsy said:For the people saying that the Getaway demo was done all on CELL... I remember Sony playing a graphics demo done completely by Cell during the press conference. Why didn't that look even 1/1000000000000000000000000000000000000 as good as the Getaway demo, while much less was going on in it? Why didn't Sony use the Getaway demo instead to pimp how great of graphics Cell can put out on it's own without the GPU? You guys are full of it.
Cerebral Palsy said:For the people saying that the Getaway demo was done all on CELL... I remember Sony playing a graphics demo done completely by Cell during the press
conference.
Cerebral Palsy said:For the people saying that the Getaway demo was done all on CELL... I remember Sony playing a graphics demo done completely by Cell during the press conference. Why didn't that look even 1/1000000000000000000000000000000000000 as good as the Getaway demo, while much less was going on in it? Why didn't Sony use the Getaway demo instead to pimp how great of graphics Cell can put out on it's own without the GPU? You guys are full of it.
Funny that Sony didn't go out of the way to pimp the fact that CELL was doing the Getaway demo almost all on its own, but they did for the landscape demo. People had to come to this conclusion that the Getaway demo was all done by CELL from the words of Sony marketing, words that could easily be misread.
gofreak said:Even looking at The Getaway shots, maybe it's just me, but they seem to have a different quality to them than you might expect from something running on RSX (?) The textures look a little "soft", not as filtered as you'd expect on a GPU, for instance.
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Look at the underground sign..look how less readable the text is on the far side of it versus the near side.
Cerebral Palsy said:And Motor Storm was realtime because of the V-synch issues, right? Or Killzone2 because there were some slight graphical glitches seen? :lol
Keep looking! Keep believing!
Cerebral Palsy said:Keep looking! Keep believing!
gofreak said:See above, I don't necessarily believe it entirely myself yet. I'm not quite sure what to make of it, but Chatani was pretty explicit about it and went into detail.
Forsete said:Whats wrong Cerebral Palsy? You seem kinda, I dunno worried about something? Take a chill pill, Im sure the X360 will be a awesome system too.![]()
McFly said:Keep trolling, not my problem.
Fredi
Cerebral Palsy said:People who mostly have no clue what they are talking about.