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PS3's Deferred Shading and Rendering FAQ Released by SCEA

This paper studies a deferred pixel shading algorithm implemented on a Cell-based computer entertainment system. The pixel shader runs on the Synergistic Processing Units (SPUs) of the Cell and works concurrently with the GPU to render images. The system's unified memory architecture allows the Cell and GPU to exchange data through shared textures.

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TriggerHappy3512d ago

More PS3' Tech Stuff. Once again, this is not basic stuff at all..for instance :

"the PLAYSTATION®3 architecture. The 3.2 GHz Cell/B.E. contains a Power Architecture processor (the PPE) and
seven Synergistic Processing Elements (SPEs) each consisting of a Synergistic Processing Unit (SPU), 256 KB local store (LS),
and a Memory Flow Controller (MFC). These processors are connected to each other and to the memory, GPU and peripherals
through a 153.6 GB/s Element Interconnect Bus (EIB). The Cell/B.E. uses Extreme Data Rate (XDR) memory which has a peak
bandwidth of 25.6 GB/s. The GPU interface (IOIF) to the EIB provides 20 GB/s in and 15 GB/s out. Memory accesses by the
Cell/B.E. to GPU memory pass through the EIB, IOIF and GPU. Access by the GPU to XDR pass through the IOIF, EIB and
MIC. " ....w

What ?

tplarkin73512d ago

Sony wants you to get jigga with your PS3.

nasim3512d ago (Edited 3512d ago )

with full fledged Deferred Rending Crysis might be made to look like a wii game

@ FREDY

LAIR has sold over 300 000 copies worldwide and would be reaching 1 m in no time.
It would do better than any of ur garbage box 360 game in EU and JAPAN (x360's dead territories)

Bleyd3512d ago

Let me see if I can help clarify what this is talking about here.

"the PLAYSTATION®3 architecture. The 3.2 GHz Cell/B.E. contains a Power Architecture processor (the PPE) and
seven Synergistic Processing Elements (SPEs)"

So far so good. This is all pretty common knowledge for anyone that's been only keeping up with the Cell processor specs on the periphery.

"seven Synergistic Processing Elements (SPEs) each consisting of a Synergistic Processing Unit (SPU),"

This is the workhorse of the SPE. This is the part of the SPE that actually does the calculations.

"256 KB local store (LS),"

Each SPE has its own local store of memory that it can use for whatever the programmer wants. This memory can store kernels (programs that decode instructions), data, an set of instructions, or whatever else the programmer wants to fill it up with.

"and a Memory Flow Controller (MFC)."

This is the key bit of cool information here. The MFC is what controls how the data is accessed and from where it has to go to get it. Each SPE has its own MFC means that all the SPEs don't get all congested trying to access only one MFC. This helps to streamline memory access which is one of the more time intensive tasks in programming. It also means that each SPE has direct access to not just the memory in the other SPEs but also the main memory (RAM). This essentially means that given a task the SPE no longer needs to be managed by anything else until the task is done.

"These processors are connected to each other and to the memory, GPU and peripherals
through a 153.6 GB/s Element Interconnect Bus (EIB)."

This is where the direct access comes in handy because each SPE and the PPE are only restricted by the entire bandwidth available to them which is actually rather impressive. This is possible because the EIB is the artery that carries all the information around through the Cell processor and each and every SPE and the PPE is connected by this bus.

"The Cell/B.E. uses Extreme Data Rate (XDR) memory which has a peak
bandwidth of 25.6 GB/s."

This is self explanatory enough. This is just telling you what kind of memory it uses.

"The GPU interface (IOIF) to the EIB provides 20 GB/s in and 15 GB/s out."

In other words the GPU interface that is connected to the Cell processor by way of the EIB (the main artery of the Cell) is capable of 20 GB/s for the input and 15 GB/s for the output.

"Memory accesses by the
Cell/B.E. to GPU memory pass through the EIB, IOIF and GPU."

This is just explaining the chain of the one way connection (not sure if it's the in or out though). This is probably the in since that speed was stated first in the previous quote. Lots of letters here but don't let them intimidate you.

"Access by the GPU to XDR pass through the IOIF, EIB and
MIC. "

This is just another explanation of the other way of connecting (again I'm not sure if this is the in or the out). This is probably the out since that speed was stated second in the previous quote.

SofaKingReetodded3512d ago

the local on die cache is for data i/o, 125kb is read and processed while the other 125kb make the processed data available to memory.

Mu5afir3512d ago

I don't know what you are trying to say, but your math is off, it would be 128bit. As for the 256bit that is for the system cache per SPU which is very impressive I must say. xD

Bleyd3512d ago

I hadn't heard that. Do you have a link so I can read more about it?

Bleyd3511d ago

I figured out where you went wrong with the local store memory usage. You're thinking of the pipeline bandwidth between the SPU and the Local Store of the SPE. This picture might help you to understand it a bit better. http://research.scea.com/re...

Oh and also this one. http://research.scea.com/re...

This last picture shows how the local store memory map can be laid out in the SPE.

+ Show (5) more repliesLast reply 3511d ago
fredy3512d ago

This is why "Lair" failed miserably.

Jibberish like this don't mean sh%t to most consumers. All they see is games and also not how PS3 is helping pump clean water in a 3rd world country.

Where are the AAA games to prove?

The ps3 Specs may look 'HOT' but the Games are 'NOT'

Yeah this is why your NOT sony.

hazeblaze3512d ago

Please... Lair flopped... we know that, it's old news. Still, it's one of the better looking games on any of the systems right now.

As far as the games go... Sony still has R:FOM, Warhawk, Motorstorm, & Heavenly Sword out there.... with Ratchet & Clank, Eye of Judgement, Folklore, Uncharted, Haze, & UT3 coming.... and that's why Sony's hot!

Demon19803512d ago

hey fredy, you stupid a$$ retard, this information isn't meant for the consumer. It is meant for the people in the gaming industry u sh!thead.

PimpHandHappy3512d ago

can i time travel with a PS3?

wish i knew what all that means but then again i would have to go back to school for that and my liver cant handle that again.

gerrard3506d ago

to put it simple it means the PS3 is an extremely one hell of a powerful machine.

Rims3512d ago

Basically the PS3 is powerful. It's just hard to code.

Stella3512d ago

"It's just hard to code."

Go away dummy.

snoop_dizzle3512d ago (Edited 3512d ago )

is the ps3 powerful?
yes

have devs said it is hard to code? yes.

I mean it is a newer tech so naturally it would be harder to code, especially with the cell processor? am i correct in that assertion? Fortunetly thats changing, so your point is?

and dude if you take a console that seriously you need to walk outside and get some fresh air. Whatever console it is.

tplarkin73512d ago

Coding for the PS3 is like baking a turkey in a toaster. The toaster may have a clock, alarm, 8 slots, and internet access, but it's not very useful on Thanksgiving.

Jandre023512d ago

Have any developers said "The PS3 is a powerless piece of crap" No, they havent, they just said that its hard to code for. The 360 is very nice now, Gears was amazing, but honestly its not on the PS3's level.

Now if you are fine with the current gen games, which many people could be (look at bioshock) then the xbox360 is a good choice. Within a year and a half however, we will see games 3x's as good as that on the PS3. Those titles will be impossible on the Xbox, as we have seen the limits reached already (both processing power/disc space).

So if your saying the PS3 is before its time, fine i can see that. But don't downplay the facts. (Those specs are facts). Soon enough the PS3 will be figured out completely, and that power will show. Whether or not you wanna wait, well hell thats up to you. I can be patient.

tplarkin73512d ago

However, I don't understand your hope in the PS3. What game or demo have we seen that looks 3x better than Bioshock or Gears? None. No PS3 game looks better.

If the PS3 proves that it is the most powerful console with a game, I will buy it. I'm a fan of technology. The 360 is the current champ in every way. Xbox Live, graphics, games, and extras are all superior.

Ri0tSquad3511d ago

"However, I don't understand your hope in the PS3. What game or demo have we seen that looks 3x better than Bioshock or Gears? None. No PS3 game looks better."

Maybe next year around August 2008 you might have something to argue about when ps3 games aren't looking as good or better then Gears of war/bioshock. But just look at this......the ps3 is hard to code for, 360 is way easier to code for, ps3 hasn't even been out for a full year, and early games are looking better then the 360s early games.

tplarkin73511d ago

If you put Perfect Dark Zero and RFOM side-by-side, I think PDZ would win. (Technically, not necessarily artistically.)

It's also completely fair to compare Bioshock and Gears to any PS3 game. The PS3 came out 1 year later and should be more powerful. There's little excuse for learning the machine.

The Xbox 1 came out with Halo on launch day. Halo is technically superior to any PS2 game, then and now.

The PS3 is struggling to match the 360 and often failing.

gerrard3511d ago (Edited 3511d ago )

the reason why xbox 1 was superior to ps2 was because it had a similar arcitect to an old pc with a much larger memory and a faster processor that developers are familiar, with the ps3 and the 360 they both run at the same clock speed and same memory which may explain at the moment why the games look more or less the same here(give or take the minor differences). However like Xbox 1 it is using an old processor (ibm this time) which developers are familiar with making it easier for them to program with. Where the cell is a completely new beast and will take much more than a year for developers to get the best of and it was ibm along with sony and toshiba that created this chip and it took them 3 years to develop it.

+ Show (5) more repliesLast reply 3511d ago
DeZimatoR3512d ago

...deferred rendering? Or is it deferred lighting?

Don't really remember, but probably Sony are showing off these techniques by using the game as an example.

I could be completly wrong though xD

tfur3512d ago

Killzone 2 is using deferred rendering...