Sony discovers Cell+RSX rendering technique

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LibertySaint

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#101 LibertySaint
Member since 2007 • 6500 Posts
[QUOTE="Polaris_choice"]

[QUOTE="thinicer"]Redfingers, that's all well and good, but nobody is disputing the power of the PS3. PS3 games look good and will continue to look fantastic in future titles. But as we have seen in previous generations, raw power and graphics is not going to win you a console war. Price and content, two things the PS3 is having real trouble with right now, will do that for you.muscleserge

Except people are disputing the power of the PS3. There are still people under the delusion that the 360 is more powerful because of some badly optimzed ports. Theare are people on this forum that are under the delusion that a 7900gtx can outperform the PS3 on anything and everything( sorry only on badly optimized pc ports).

actually a decent dual core rig wit 2gb of ram and a 7900GTX is more powerful than the ps3. That kind of rig will max Crysis in DX9 which current gen consoles can't even handle.

max? no sorry on high yes, not the high end of high either....crysis is built to maxed on pc's that aren't even out yet the devs keep saying...u fail.

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stvee101

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#102 stvee101
Member since 2006 • 2953 Posts

[QUOTE="Squall_Griver"]any pic's? :O
Btw i'm never going to post good ps3 news on sw,again.
Teufelhuhn


Yeah, of course. :P



There's some actual pictures of rendered output, but they're not impressive. They're just meant to show how their shadowing algorithm works.

Is there any chance that you could explain this new rendering technique that the TC was talking about in a language that us mere mortals would understand? :D

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LibertySaint

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#103 LibertySaint
Member since 2007 • 6500 Posts
[QUOTE="Polaris_choice"][QUOTE="Zeliard9"][QUOTE="Polaris_choice"]

[QUOTE="thinicer"]Redfingers, that's all well and good, but nobody is disputing the power of the PS3. PS3 games look good and will continue to look fantastic in future titles. But as we have seen in previous generations, raw power and graphics is not going to win you a console war. Price and content, two things the PS3 is having real trouble with right now, will do that for you.-wii60-

Except people are disputing the power of the PS3. There are still people under the delusion that the 360 is more powerful because of some badly optimzed ports. Theare are people on this forum that are under the delusion that a 7900gtx can outperform the PS3 on anything and everything( sorry only on badly optimized pc ports).

I think most of us are simply waiting for some tangible proof of the PS3's so-called graphical superiority, because there hasn't been any.

You obviously dont own both consoles do you? Go play Heavenly sword and then come tell me anything on the 360 is even in the same league. No game on the 360 has that quality of visuals with 1000+ enemies on screen at at time sorry thats a fact.



Kameo was a launch game for the 360 and it has the same amount of characters on the screen.., and nothing is stoping the devs to make a game with the same number of characters, i guess dead raising 2 will have even more zombies than before.

tahts right kameo too... i guess that guy doesn't have 2systems...bt wi never liked kameo tho, i still ike Hs better then kameo...and dea rising more so then HS.

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killab2oo5

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#104 killab2oo5
Member since 2005 • 13621 Posts
psu, the site that faked the interview with Valve :lol:Burnout_Player0
:lol: I was gonna bring that up.
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Polaris_choice

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#105 Polaris_choice
Member since 2007 • 2334 Posts

 I wouldn't call ME2:TW units low poly, However take into account the 7900GTX has 2x the vid bandwith and Vram of the PS3, also PC has a huge Ram advantage, as well as a CPU advantage. I can predict that UT3 will run better on that rig, it will run on high @ at least 1280x1024 maybe even higher. I am not putting down HS it is good, but technically many PC games are more impressive.muscleserge

A CPU advantage? Please The cell processor stomps that duel core by a fair margin I for sure do not see a cpu advantage for that pc. As for the vid bandwith the PS3 uses 2 memory busses not one hence the reason it only has a 128bit bus. But honestly I think HS is the most technically impressive game currently available. There will be better come out this year but right now its the king.

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LibertySaint

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#106 LibertySaint
Member since 2007 • 6500 Posts
anyways, this whole technique this topic is on, isn't that great unless the game is based on shadows, cause in any other game u wouldn't notice a big diffrence, like in graw 2....ughz....
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Polaris_choice

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#107 Polaris_choice
Member since 2007 • 2334 Posts
[QUOTE="-wii60-"][QUOTE="Polaris_choice"][QUOTE="Zeliard9"][QUOTE="Polaris_choice"]

[QUOTE="thinicer"]Redfingers, that's all well and good, but nobody is disputing the power of the PS3. PS3 games look good and will continue to look fantastic in future titles. But as we have seen in previous generations, raw power and graphics is not going to win you a console war. Price and content, two things the PS3 is having real trouble with right now, will do that for you.LibertySaint

Except people are disputing the power of the PS3. There are still people under the delusion that the 360 is more powerful because of some badly optimzed ports. Theare are people on this forum that are under the delusion that a 7900gtx can outperform the PS3 on anything and everything( sorry only on badly optimized pc ports).

I think most of us are simply waiting for some tangible proof of the PS3's so-called graphical superiority, because there hasn't been any.

You obviously dont own both consoles do you? Go play Heavenly sword and then come tell me anything on the 360 is even in the same league. No game on the 360 has that quality of visuals with 1000+ enemies on screen at at time sorry thats a fact.



Kameo was a launch game for the 360 and it has the same amount of characters on the screen.., and nothing is stoping the devs to make a game with the same number of characters, i guess dead raising 2 will have even more zombies than before.

tahts right kameo too... i guess that guy doesn't have 2systems...bt wi never liked kameo tho, i still ike Hs better then kameo...and dea rising more so then HS.

To bad I have played Kameo and I own Dead Rising Gamertag(TheSterls) look it up for yourself yes I do own 2 systems. And if you played both games you would know kameo is not even close to the same level of visual quality as heavenly sword. The textures are lower res the characters are low poly and that scene with 1000 trolls on screen at a time has all the trolls looking exactly the same. The same goes with DR eventhough it has tons of enemies its visual quality pails in comparison to HS.

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LibertySaint

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#108 LibertySaint
Member since 2007 • 6500 Posts
[QUOTE="LibertySaint"][QUOTE="-wii60-"][QUOTE="Polaris_choice"][QUOTE="Zeliard9"][QUOTE="Polaris_choice"]

[QUOTE="thinicer"]Redfingers, that's all well and good, but nobody is disputing the power of the PS3. PS3 games look good and will continue to look fantastic in future titles. But as we have seen in previous generations, raw power and graphics is not going to win you a console war. Price and content, two things the PS3 is having real trouble with right now, will do that for you.Polaris_choice

Except people are disputing the power of the PS3. There are still people under the delusion that the 360 is more powerful because of some badly optimzed ports. Theare are people on this forum that are under the delusion that a 7900gtx can outperform the PS3 on anything and everything( sorry only on badly optimized pc ports).

I think most of us are simply waiting for some tangible proof of the PS3's so-called graphical superiority, because there hasn't been any.

You obviously dont own both consoles do you? Go play Heavenly sword and then come tell me anything on the 360 is even in the same league. No game on the 360 has that quality of visuals with 1000+ enemies on screen at at time sorry thats a fact.



Kameo was a launch game for the 360 and it has the same amount of characters on the screen.., and nothing is stoping the devs to make a game with the same number of characters, i guess dead raising 2 will have even more zombies than before.

tahts right kameo too... i guess that guy doesn't have 2systems...bt wi never liked kameo tho, i still ike Hs better then kameo...and dea rising more so then HS.

To bad I have played Kameo and I own Dead Rising Gamertag(TheSterls) look it up for yourself yes I do own 2 systems. And if you played both games you would know kameo is not even close to the same level of visual quality as heavenly sword. The textures are lower res the characters are low poly and that scene with 1000 trolls on screen at a time has all the trolls looking exactly the same. The same goes with DR eventhough it has tons of enemies its visual quality pails in comparison to HS.

i guess its a matter of opion then, cause i think dead rising wins in graphics period, not things on screen and hs wins in character modeling and kameo wins in things on screen.

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kimbokasteniv

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#109 kimbokasteniv
Member since 2004 • 3892 Posts
Deferred rendering huh... Like the deferred rendering currently being used in Killzone 2?
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Teuf_

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#110 Teuf_
Member since 2004 • 30805 Posts

Is there any chance that you could explain this new rendering technique that the TC was talking about in a language that us mere mortals would understand? :D

stvee101


It's basically like this:

In a normal renderer (the renderer is the part of the engine responsible for drawing the graphics), called a forward renderer, every object you see on screen is drawn in one pass. This pass involves figuring out where the model belongs on screen, applying any textures, and then doing the lighting calculations. When this pass is done, the object is drawn on the screen with all the proper colors and whatnot.

Recently some games (like STALKER and Killzone 2), have been using a new type of renderer called a deferred renderer. With this scheme, you actually seperate the geometry placement and the texturing from the final lighting calculation phase. So in your first pass you would place your objects and apply their textures, then in your second pass you would loop through all the light sources in your scene and do your lighting calculations. The main benefits of this are that you can have many many lights, since you're only doing the lighting calculations for objects that are visible on the screen. Normally, this would all be done on a GPU. You would use the GPU to place and texture everything, spit out a big texture (called a G-Buffer), then use that texture to perform the lighting on the GPU's shaders. However what the researchers who wrote that paper did was move that lighting phase to the Cell's SPE's, effectively using them as pixel shaders. This effectively turned Cell + RSX into one big graphics rendering tag-team that together was abotu as effective as an 8800 video card.
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stvee101

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#111 stvee101
Member since 2006 • 2953 Posts
[QUOTE="stvee101"]

Is there any chance that you could explain this new rendering technique that the TC was talking about in a language that us mere mortals would understand? :D

Teufelhuhn



It's basically like this:

In a normal renderer (the renderer is the part of the engine responsible for drawing the graphics), called a forward renderer, every object you see on screen is drawn in one pass. This pass involves figuring out where the model belongs on screen, applying any textures, and then doing the lighting calculations. When this pass is done, the object is drawn on the screen with all the proper colors and whatnot.

Recently some games (like STALKER and Killzone 2), have been using a new type of renderer called a deferredrenderer. With this scheme, you actually seperate the geometry placement and the texturing from the final lighting calculation phase. So in your first pass you would place your objects and apply their textures, then in your second pass you would loop through all the light sources in your scene and do your lighting calculations. The main benefits of this are that you can have many many lights, since you're only doing the lighting calculations for objects that are visible on the screen. Normally, this would all be done on a GPU. You would use the GPU to place and texture everything, spit out a big texture (called a G-Buffer), then use that texture to perform the lighting on the GPU's shaders. However what the researchers who wrote that paper did was move that lighting phase to the Cell's SPE's, effectively using them as pixel shaders. This effectively turned Cell + RSX into one big graphics rendering tag-team that together was abotu as effective as an 8800 video card.

Appreciate the response,thanx.:) Two quick questions.So in your opinion,do you think that this technique could be put into practice when developing actual games for the PS3?and do you think some people are overestimating or underestimating the cell's potential in working with the RSX and doing some of the calculations normally associated with the GPU?

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blackace

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#113 blackace
Member since 2002 • 23576 Posts

Good news, but we wanna see it in real time.bad82man82

We want to see it in some games. EA probably could have used this technique for Madden 08. ;)

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Redfingers

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#114 Redfingers
Member since 2005 • 4510 Posts
[QUOTE="stvee101"]

Is there any chance that you could explain this new rendering technique that the TC was talking about in a language that us mere mortals would understand? :D

Teufelhuhn



It's basically like this:

In a normal renderer (the renderer is the part of the engine responsible for drawing the graphics), called a forward renderer, every object you see on screen is drawn in one pass. This pass involves figuring out where the model belongs on screen, applying any textures, and then doing the lighting calculations. When this pass is done, the object is drawn on the screen with all the proper colors and whatnot.

Recently some games (like STALKER and Killzone 2), have been using a new type of renderer called a deferred renderer. With this scheme, you actually seperate the geometry placement and the texturing from the final lighting calculation phase. So in your first pass you would place your objects and apply their textures, then in your second pass you would loop through all the light sources in your scene and do your lighting calculations. The main benefits of this are that you can have many many lights, since you're only doing the lighting calculations for objects that are visible on the screen. Normally, this would all be done on a GPU. You would use the GPU to place and texture everything, spit out a big texture (called a G-Buffer), then use that texture to perform the lighting on the GPU's shaders. However what the researchers who wrote that paper did was move that lighting phase to the Cell's SPE's, effectively using them as pixel shaders. This effectively turned Cell + RSX into one big graphics rendering tag-team that together was abotu as effective as an 8800 video card.

"The
shading computation ran at up to 85 Hz at HDTV 720p
resolution on 5 SPEs and generated 30.72 gigaops of
performance. This is comparable to the performance of the
algorithm running on a state of the art high end GPU. These
results indicate that the Cell/B.E. can effectively enhance the
throughput of a GPU in this hybrid system by alleviating the
pixel shading bottleneck."

The procedure itself is carried out by the CPU and the GPU simultaneously...but if you read the quote from the actual PDF you can see that the benchmark itself ONLY refers to the Cell processor. Specifically, only 5 SPEs on the Cell processor. Not the PPE, not all 7 SPEs, not the RSX. 5 SPEs. It's very specific. It names the number of SPEs it's referring to...

It also never actually enumerates the 8800. It just says that the 5 SPEs performed the algorithm comparable to a "state of the art high end GPU" which I took to mean an 8800/2900.

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-wii60-

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#115 -wii60-
Member since 2007 • 3287 Posts
Sorry but ur ps3 will never beat my PC with QuadCore processor and a Two Nvidia 8800 Ultra in SLI.
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Redfingers

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#116 Redfingers
Member since 2005 • 4510 Posts

Sorry but ur ps3 will never beat my PC with QuadCore processor and a Two Nvidia 8800 Ultra in SLI.-wii60-

I would really hope not.

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-wii60-

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#117 -wii60-
Member since 2007 • 3287 Posts

[QUOTE="-wii60-"]Sorry but ur ps3 will never beat my PC with QuadCore processor and a Two Nvidia 8800 Ultra in SLI.Redfingers

I would really hope not.



Its not going to happen anyways.
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Wasdie

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#118 Wasdie  Moderator
Member since 2003 • 53622 Posts

Perhaps more significant: "We have explored the potential of Cell/B.E. for accelerating graphical operations in the Playstation 3 computer entertainment system. This system combined the Cell/B.E. with a state of the art GPU in a unified memory architecture. In this architecture both devices share access to system memory and to graphics memory. As a result they can share data and processing tasks."

Let it be known that in this particular experiment, these tasks were performed....admirably. Carmack be damned. Apparently we were all wrong.

Redfingers

Wow that is huge.

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club-sandwich

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#119 club-sandwich
Member since 2007 • 8399 Posts
Achievement Unlocked - Discover teh powers - 15G :D
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#120 Cedmln
Member since 2006 • 8802 Posts
Wel since Sony discovered it, prepare to see it in at least some of their future games.
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#121 lagreendown
Member since 2006 • 1612 Posts
Achievement Unlocked - Discover teh powers - 15G :Dclub-sandwich
WOHHHHHHOOOOOOOOOO
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Mordred19

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#122 Mordred19
Member since 2007 • 8259 Posts
[QUOTE="stvee101"]

Is there any chance that you could explain this new rendering technique that the TC was talking about in a language that us mere mortals would understand? :D

Teufelhuhn



It's basically like this:

In a normal renderer (the renderer is the part of the engine responsible for drawing the graphics), called a forward renderer, every object you see on screen is drawn in one pass. This pass involves figuring out where the model belongs on screen, applying any textures, and then doing the lighting calculations. When this pass is done, the object is drawn on the screen with all the proper colors and whatnot.

Recently some games (like STALKER and Killzone 2), have been using a new type of renderer called a deferred renderer. With this scheme, you actually seperate the geometry placement and the texturing from the final lighting calculation phase. So in your first pass you would place your objects and apply their textures, then in your second pass you would loop through all the light sources in your scene and do your lighting calculations. The main benefits of this are that you can have many many lights, since you're only doing the lighting calculations for objects that are visible on the screen. Normally, this would all be done on a GPU. You would use the GPU to place and texture everything, spit out a big texture (called a G-Buffer), then use that texture to perform the lighting on the GPU's shaders. However what the researchers who wrote that paper did was move that lighting phase to the Cell's SPE's, effectively using them as pixel shaders. This effectively turned Cell + RSX into one big graphics rendering tag-team that together was abotu as effective as an 8800 video card.

okay, but how much power does the Cell have leftover do to it's job as a CPU? if it's going to be contributing to 8800-quality visuals, will it have enough wind in its sails to do AI and physics?

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Teuf_

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#123 Teuf_
Member since 2004 • 30805 Posts

Appreciate the response,thanx.:) Two quick questions.So in your opinion,do you think that this technique could be put into practice when developing actual games for the PS3?and do you think some people are overestimating or underestimating the cell's potential in working with the RSX and doing some of the calculations normally associated with the GPU?

stvee101


Killzone is already using similar techniques so..yeah, I think it will be put into practice. Probably not exactly like this since most games would need more usage of the CPU for non-graphics things, but this kind of stuff will probably be big in the exclusives.

And I think in general people probably overesitimate Cell's capabilites as a GPU. Something like this works because it avoids two things Cell would be very bad at: rasterization, and texturing. It's hard to use big textures when you can only fit 128K into the local store.
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Teuf_

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#124 Teuf_
Member since 2004 • 30805 Posts

okay, but how much power does the Cell have leftover do to it's job as a CPU? if it's going to be contributing to 8800-quality visuals, will it have enough wind in its sails to do AI and physics?

Mordred19


Well in this specific case...not much. I believe they said they were using 5 SPE's, which would only leave you 1 for everything else. I'd imagine real games would probably only reserve 2 or so SPE's for graphics work.
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ButnMashr

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#125 ButnMashr
Member since 2005 • 114 Posts
Don't the Cell have 7 spe's and 1 for "redundency" whatever that means. wich is a total of 8?
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Teuf_

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#126 Teuf_
Member since 2004 • 30805 Posts

Don't the Cell have 7 spe's and 1 for "redundency" whatever that means. wich is a total of 8?ButnMashr

Each Cell in the PS3 has 7 working SPE's, but 1 of them is reserved by the OS and can't be used. So game's really have 6 to work with.

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X_CAPCOM_X

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#127 X_CAPCOM_X
Member since 2004 • 9625 Posts
This is great, but it would have been nice if they knew their own CELL+RSX combo in and outearlier. (Years earlier)
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stvee101

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#128 stvee101
Member since 2006 • 2953 Posts

Don't the Cell have 7 spe's and 1 for "redundency" whatever that means. wich is a total of 8?ButnMashr

Yeah it has 8.But 1 is reserved for the OS and 1 is disabled, so it basically has only 6 that can be programmed for games related purposes if I'm not mistaken.

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ButnMashr

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#129 ButnMashr
Member since 2005 • 114 Posts
Ok, so by the disabled spe you think they'll have some sort of unlockable download too unlock that disabled spe? would it be like their "secret weapon?" :-)
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SillyManimal

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#130 SillyManimal
Member since 2007 • 774 Posts

psu, the site that faked the interview with Valve :lol:Burnout_Player0

debunked, it's real

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Adrian_Cloud

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#131 Adrian_Cloud
Member since 2006 • 7169 Posts
But what does this all mean? The cell can be used as a GPU? Or it is now just able to help the GPU with shading, lighting and framerate issues. Does sony own this technique or can other developers use it?

The cell is a real piece of work from IBM.