Soldato
- Joined
- 17 Aug 2003
- Posts
- 20,160
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- Woburn Sand Dunes
i think you are trying to argue a point a never made, drunkenmaster lol
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I am of the opinion that Uncharted Drakes fortune is one of the best looking console games...
i think you are trying to argue a point a never made, drunkenmaster lol
sorry but thats wrong, the shaders on the SPU at the moment aren't for graphics work AT ALL thats the incorrect part of the statement. ALL they have done is split up normal stuff you do on the cpu into the spu's in "shader style". at the moment it has NOTHING to do with graphical power and NO games are using SPU's for graphical power, and its incredibly unlikely they ever will. the ONLY reason people think it might be possible is the use of the term shader, which they only did to let you know the rough idea behind how they work, IE spreading the work across multiple massively paralel cores. it has nothing to do with shaders in a GPU and the GPU power of consoles can be directly compared.
well honestly, thats just not true. The points you made were, PS3 can't be directly compared as the Cell can in the future and even now IS used for graphics so you can't know how powerful the ps3 is. Firstly yes you can know and secondly no the Cell is in no way used now and most likely in the future it will not be used for graphics in any way shape or form.
I was under the impression that all texture streaming is done by the shared memory.spu's aree being used to stream textures, which does have a direct influence on graphical 'quality'there's really no need to capitalize so many words to make a point lol
lol, I might as well add a little bit I remember from way way back.
Definately remember Sony saying that the "cell" processor was going to demand that all PS3 users be connected to each other via a broadband connection so that when you play a game, data would get "uploaded" for processing by other peoples PS3's "cell" processors so your game would look better...
Basically, you've got the power of thosands of cell processors at your finger tips...
Oh how we laughed!
(Mind you this was said around 4-5 years ago when the PS2 was at its peak in some official PS magazine)
People don't half talk a lot of ******** I must say and Sony is terrible for it (Microsoft is no better but they do it in a different way, they don't actually make statements like the above but use marketing speak) maybe its a japan\us difference in culture in the way they talk about stuff.
So basically, this BS from Insomniac sounds exactly like the BS Sony would come out with like the stuff above about the "Cell" processor.
Total load of wacko rubbish, its almost as if the PS3 is an organic life form according to them. (Bear in mind Insomnica\Naughty Dog pretty much IS Sony)
Basically, they almost, just almost have some grounds to call it shader work as the idea is very close. ON say crysis the physics will be probably on one cpu only, and take up a certain amount of power, with ai a separate unit and so on. The SPU's are basically used to further sub-divide that single physics unit into multiple small workloads which is good and hopefully will lead to better coding for future games on quad/octo cores(as i said its more a headstart with some people coding like that now for when we get to that point we need that paralelism in games). But thats it, calling is shaders as i said seems more like a deliberate ploy to mislead people on what the Cell can do.
WHen you mentioned it I do seem to recall reading something like that years ago, sounded ridiculous then, and still does now. Or maybe again they can still get away with that description, i mean, they did put effort into making folding at home working, that kind of fits in with the whole broadband + cpu work spread across hundreds of systems thingIts just the slowest most boring game ever made. But remember, you do get a score, and a leaderboard
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well honestly, thats just not true. The points you made were, PS3 can't be directly compared as the Cell can in the future and even now IS used for graphics so you can't know how powerful the ps3 is. Firstly yes you can know and secondly no the Cell is in no way used now and most likely in the future it will not be used for graphics in any way shape or form.
F1CE DevTeam said:The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.
The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders--F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.
Naughty Dog said:The PlayStation 3 has a lot of power. When we started Uncharted we were really ambitious and had no idea what the PS3 would give us. Once we got the first devkits, we realized quickly that we could do everything we had planned to. The three main points for me are the Cell, Blu-Ray and the hard drive. We’ve been using the Cell for pretty much all our systems: rendering, particles, physics simulation, collision detection, animation, AI, decompression, water simulation, etc … and to give you an idea of the power of the PS3, we're using only 30 percent of the Cell processor.
Insomniac said:Let me say very clearly, we find the SPUs very flexible. We do in fact do some graphics pre-processing on them, including work for culling and clipping and RSX data building as I've mentioned elsewhere. At the same time, graphics alone don't make a game, and we've got lots of other systems running on the SPUs. The SPUs are absolutely central to how we write everything now - it's no longer a matter of "porting" things to the SPU - the SPUs are where everything should go by default. We've still a lot we can do, but we're definitely taking advantage of the Cell.
Infamous said:For us, the most exciting part of the PS3 has been the cell processor, the SPUs specifically. In our highest density scenes right now, we are currently using about 30 percent of the SPUs' capabilities--with the SPUs doing lots of heavy lifting for us on rendering, visibility, particle systems, skinning, animation blending, and so on...this with scores of pedestrians, cars, fires, etc., all going on. And the best part? We've not made any significant attempts to even optimize the SPU code. I think it's reasonable to guess we could put 10 times as much stuff on the SPUs and still make our frame budgets. It's really pretty amazing.
Evolution Studios said:If by cooperative rendering you're referring to SPUs supporting the RSX, I strongly believe that this approach will become far more widespread. In addition to reducing the vertex load on the RSX through the use of culling and vertex pre-processing, this approach also provides an efficient mechanism to introduce procedural geometry.
Historically, CPUs have provided course grain scene culling using view frustums, occlusion planes, portal visibility and BSP-trees with GPUs left to perform fine grain rejection using guard band clipping, occlusion and backface culling. While such features improve fragment performance, they don't reduce vertex processing overhead.
The leap in performance provided by Cell gives us the bandwidth to significantly reduce RSX time spent processing vertices that don't contribute to the final scene. The favoured approach is to use SPUs to generate minimal scene/instance specific index and vertex buffers from compressed data.
Killzone Dev said:In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We’ll show how we utilize PS3’s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Lair Dev said:We have all of our animations running on the S.P.U.s of the Cell's chip because you couldn't draw armies or basically animate armies of that amount and size without it. And our physics are completely on there. We are also doing fluid dynamics for the first time in a game, as far as I know. Water is not basically a sheet of a base surface, but completely animated and sub-divided, and you actually can direct with it thanks to the Cell. We actually do part of our rendering on the Cell. Simply because it's so powerful, we spent months and months moving more and more systems onto the S.P.U.'s.
David Kirk: SPE and RSX can work together. SPE can preprocess graphics data in the main memory or postprocess rendering results sent from RSX.
Nishikawa's speculation: for example, when you have to create a lake scene by multi-pass rendering with plural render targets, SPE can render a reflection map while RSX does other things. Since a reflection map requires less precision it's not much of overhead even though you have to load related data in both the main RAM and VRAM. It works like SLI by SPE and RSX.
David Kirk: Post-effects such as motion blur, simulation for depth of field, bloom effect in HDR rendering, can be done by SPE processing RSX-rendered results.
Nishikawa's speculation: RSX renders a scene in the main RAM then SPEs add effects to frames in it. Or, you can synthesize SPE-created frames with an RSX-rendered frame.
David Kirk: Let SPEs do vertex-processing then let RSX render it.
Nishikawa's speculation: You can implement a collision-aware tesselator and dynamic LOD by SPE.
David Kirk: SPE and GPU work together, which allows physics simulation to interact with graphics.
Nishikawa's speculation: For expression of water wavelets, a normal map can be generated by pulse physics simulation with a height map texture. This job is done in SPE and RSX in parallel.
The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.
The PlayStation 3 has a lot of power. When we started Uncharted we were really ambitious and had no idea what the PS3 would give us. Once we got the first devkits, we realized quickly that we could do everything we had planned to. The three main points for me are the Cell, Blu-Ray and the hard drive. We’ve been using the Cell for pretty much all our systems: rendering, particles, physics simulation, collision detection, animation, AI, decompression, water simulation, etc … and to give you an idea of the power of the PS3, we're using only 30 percent of the Cell processor.