According to this report which is linked in this article in PSU:
http://www.psu.com/Cell-and-RSX-work-together-for-best-results-News--a0001332-p0.php
And if you're PSU-agnostic:
http://research.scea.com/ps3_deferred_shading.pdf
PSU gives a good summary though so I'll post it here:
"The idea is that Synergistic Processing Elements (SPEs) of the Cell/BE can use the chip's DMA list feature to gather "irregular fine-grained fragments of texture data" generated by the RSX graphics chip, returning shading textures in the same way.
This means that the many small SPEs can apply shading on top of the work that the GPU does to texture the game world, shunting some of the workload to the (potentially underused) Cell/BE. The end result is that more work can be done while maintaining a high framerate.
The example code used for the research achieved an 85 Hz frame rate at 720p resolution. The report states that although numbers like that are unlikely to show up in actual games, progress has been made to at least utilise this method to improve graphics and frame rates in game."
What's truly interesting about this is that it proves that the Playstation 3's Cell processor can, in fact, help with graphics processing....to such a degree that it's helping shade segments of textures! That, and the benchmarks are impressive, even if we know hardly anything about them.
Also, this from the PDF: "The shading computation ran at 85Hz (FPS) at HDTV 720p resolution on 5 SPEs and generated 30.72 gigaops [sic?] of performance. This is comparable to the performance of the algorithm running on a state of the art high end GPU."
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