http://www.beyond3d.com/content/interviews/38/1
Wonder what will happen when devs start using Cell + RSX more fully? :shock:
MotorStorm only uses between 15 and 20 percent of available SPU resource, so we're aiming to achieve a 5 fold increase in SPU performance, which should allow us to do some awesome stuff
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B3D: Cell's ability to assist RSX in rendering operations has been a topic of much debate and speculation of late. Was Cell used in Motorstorm to perform any lighting, vertex, or other transform work?
Scott Kirkland: We don't use the Cell's SPUs in this way at the moment. All of our lighting and transformation work is done in the RSX's pixel and vertex shaders.
Our SPU exploiting systems consist of:
i) Havok physics.
ii) Determination of object visibility.
iii) Concatenation of hierarchies.
iv) Billboard object culling and vertex buffer creation.
v) Updating of particles and vertex buffer creation.
vi) Updating of vehicle dynamics.
vii) Updating of vehicle suspension constraints.
viii) Audio (MultiStream).
ix) Video decoding.
B3D: Further to that, do you believe that as the generation progresses, cooperative rendering techniques will become a larger part of what grows to define baseline PS3 rendering methods, or are your thoughts that such efforts will play out more or less in niche areas?
Scott Kirkland: 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.
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.
:shock:
DISCUSS!
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