THis is my little theory about the Cell/RSX integration.
THe cell can work in unisen with the RSX, thus making the Cell a second GPU. For instance, if you have to create skin textures, but the RSX is too busy doing other stuff, then one of the cells 7SPUs can take care of those calculations. and so on and so forth. THat way we can get better character models and better enviorments and textures. However, this data sometimes tends to get bottle neck withing the PS3, thus creating visuals not up to par to what the PS3 can really do. So it is now up to devs. to figure out how to crack th enut that is the cell processor. Thats all in theory, of course.
Is that basically how it goes?
black_awpN1
In theory a game developer could use the Cell to perform shader processing and "help out" the RSX. The SPE's are ideal for shader calculations, especially geometry shading. One ofthe problem with this, as you kind of state, is that this can create a bottleneck in many situations. Communication between RSX and the Cell's SPEs will take up memory bandwidth, and RSX already has only 22.4 GB/s of bandwidth, which really is less than optimal to start with. With games that have detailed textures, and especially games that support 1080p, this will end up being a major bottleneck. Anandtech, a hardware review site, actually speculated on this when they first wrote an article on the hardware of the PS3/360:
The downside to the RSX using the Cell for all vertex processing is pretty significant. Remember that the RSX only has a 22.4GB/s link to its local memory bandwidth, which is less than 60% of the memory bandwidth of the GeForce 7800 GTX. In other words, it needs that additional memory bandwidth from the Cell's memory controller to be able to handle more texture-bound games. If a good portion of the 15GB/s downstream link from the Cell processor is used for bandwidth between the Cell's SPEs and the RSX, the GPU will be texture bandwidth limited in some situations, especially at resolutions as high as 1080p.
http://www.anandtech.com/video/showdoc.aspx?i=2453&p=9
The other, more obvious problem with utilizing the SPEs for graphics is that you take away a lot of the Cell's power to do traditional processor work, like physics. If you're utilizing most of the SPE's to augment the shading power of the RSX, then you are going to leave the Cell with far less power than the 360's processor to execute CPU code. Cell has 1 PPE and 6 (usable) SPEs. Xenon has 3 main cores which are each equivalent to a PPE. When you take away all the SPE's, you leave Cell with, in theory, 1/3 of the power of Xenon. So, while you may improve graphics, you're killing things like physics and AI.
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