Xbox 360 GPU A Vector Co-Processor? 55
Anyone Seen Thomas? writes "While Beyond3D's article on the ATI C1 (XENOS) graphics processor in the XBOX 360 gives you all you need to know about ATI's next generation hardware in terms of generating screen pixels, it also gives a big clue as to how it'll be useful for general purpose vector programming. XENOS is able to write data out of its unified memory architecture into system memory, and read it back again later. So with a large pool of powerful vector hardware available, does anyone fancy the idea of having a generalised , high-performance vector processor in their PC?. Read about that and the rest of XENOS." From the article: "Since XBOX 360's announcement and ATI's unleashing from the non disclosure agreements we've had the chance to not just chat with Robert Feldstein, VP of Engineering, but also Joe Cox, Director of Engineering overseeing the XBOX graphics design team, and two lead architects of the graphics processor, Clay Taylor and Mark Fowler. Here we hope to accurately impart a slightly deeper understanding of the XBOX 360 graphics processor, how it sits within the system, understand more about its operation as well as give some insights into the capabilities of the processor."
Re:Now this is how you sell a console (Score:2, Insightful)
So is this a paid ad from Microsoft or just an independant review from a third party? I don't think they are trying to sell me anything other than an informative article.
Re:Now this is how you sell a console (Score:2)
Real information, rather than "ours will be better." (because we said so)
Re:Now this is how you sell a console (Score:4, Insightful)
Re:Now this is how you sell a console (Score:2)
Re:Now this is how you sell a console (Score:2, Informative)
I have never written a game for the original XBox but I know you can't rely on DirectX8 completely for 3D. The XBox's 3D
Re:Now this is how you sell a console (Score:3, Insightful)
Anybody with even a little 3D programming experience will tell you that it isn't too difficult to learn a new API. They all deal with essentially the same concepts.
Re:Now this is how you sell a console (Score:2)
While DX/D3D had little impact on most of the games released for the XBox, it probably did have a large impact on exclusive titles. Exclusive title
Re:Now this is how you sell a console (Score:2)
Re:Now this is how you sell a console (Score:2)
It's not difficalt to switch API and use a new API for a new product. However porting finished product from one API to another present a lot of non-trivial problem, mostly due to unexpected driver-specific side effects, especially if coupled with porting to another OS. (I had expirience of porting quite a big project form DirectX to SGI Ope
Re:Now this is how you sell a console (Score:2)
Interesting... (Score:1)
The only problem is that if the GPU has to use the same bus as the CPU in which case they'll have to compete with each other, potentially leading to bottlenecks and/or messy bus arbitration. Hopefully Microsoft will give the GPU direct access to the memory.
Performance-wise, it wouldn't be quite as good as having built-in memory on the GPU, but it will be a lot cheaper
Re:Interesting... (Score:3, Interesting)
MEMEXPORT is exceptionally cool because this means that the CPU can stream data to the cache and let the GPU access it directory. This reduces latency and yields more useable bandwidth for main memory for both the CPU and the GPU.
Re:Interesting... (Score:2)
The design is brilliant.
Re:Interesting... (Score:2)
Of course, I wouldn't expect someone with the mental capacity of a fish to be able to objectivly evaluate the situation, so feel free to continue trolling.
Outsourcing? (Score:2)
> The GPU also functions as the main memory controller
Cool.
What's next? A floppy controller in charge of CPU to CPU communications?
Re:Outsourcing? (Score:3, Informative)
Moving the memory controller onto the same die as the GPU yields a non-trivial performance benefit both in available bandwidth and latency (look at what kind of gains AMD got by moving the NB on-chip)
If the controller w
Re:Outsourcing? (Score:2)
Re:Outsourcing? (Score:2)
> but in days of yore, the CPU inside the Commodore 64 disk drive (the 1571)
> was more powerful than the CPU in the C=64 itself.
Actually, the 1571 came in 1995 (as a companion to the C=128), 3 years after the C=64.
The step-up from 1MHz to 2MHZ during that time is to be expected.
Re:Interesting... (Score:1)
The heart of the GPU seems to be on the same chip as the Northbridge controller, which basically means that the GPU has more direct access to the memory than the CPU.
Check
Just an Example... (Score:5, Insightful)
Re:Just an Example... (Score:3, Insightful)
I could make a car that takes all the processing power the the Xbox to draw, and still have it look like crap. I'm not saying this is the case with either game, but it's a valid point.
The software is
Re:Just an Example... (Score:2)
Tracks: GT4 is "brighter" and more pleasant to look at, but isn't very realistic; for larger tracks GT4 is lacking detail/draw distance. Forza is "duller", but is a more accurate reproduction of the environments they're trying to re-create.
Environment: Forza wins this one hands down; color reflections and accurate shadows are the big differences.
Cars: A bit of a tossup; GT4 is better with some models, Forza is better with oth
Re:Just an Example... (Score:2)
GT4 has a "brighter" more pleasant look to some of its tracks, but isn't very realistic; for larger tracks GT4 is lacking detail/draw distance. The overall graphic quality hasn't changed much since GT3 IMO.
Forza tracks are "duller", but is a more accurate reproduction of the environments they're trying to re-create (with the exception being the ring; it "looks" like the ring, but the layout isn't much like the real thing). Forza
Re:Just an Example... (Score:3, Insightful)
This is why recently I've been comparing PS2 and XBOX games. XBOX stuff hasn't seemed to improve considerably. Compare various shots/videos of GT4, God of War, Metal Gear Solid 3, Haunting Ground, Jak3, and others to Halo 2, Forza, etc. and you'll be suprised: the
Re:Just an Example... (Score:2)
Seriously, we have a 68" rear-projection TV in one room and a DLP front projector shooting a 92" picture in the HT room and PS2 games just look awful by comparison.
tech-specs are irrelevant (Score:3, Interesting)
To a certain extent I'm personally expecting very little in the way of technical progress in graphics and a far greater focus on artistic considerations. Let's face it, we're hitting a point where using 'brute-force' and dramatically increasing the geometry in your objects is not what will produce a better looking game; what will make a difference is well designed objects and a more populated environment.
Now, more technical power is needed to obtain these more populated environments and can help with designing better objects but there is a limitation on what is currently needed. I expect that, for the most part, if you could produce 4 times the geometry of the XBox (twice the geometry per object and twice as many objects on screen) and you can have every pixel calculated by a shader (which is aproximatley 4 times as complicated as one that can be run on the XBox) you will be meeting the requirements of almost every game made in the next generation. I expect that every one of the upcomming consoles surpasses these specifications.
Re:tech-specs are irrelevant (Score:1)
Screenshot 1 [firingsquad.com]
Screenshot 2 [firingsquad.com]
S [firingsquad.com]
Re:tech-specs are irrelevant (Score:2)
Re:PSP has at least 2 VPUs... (Score:4, Informative)
The PS3's SPEs will be used very sililarly to the PS2's SPUs(dot-products, etc) although they are much much bigger, there are a lot more of them, and they are a LOT faster. The CELL CPU was developed by Sony, Toshiba, and IBM and is slated to be put into TVs, PVRs, etc. It is very good at compression/decrompression, showed it off decoding 48 MPEG2 streams with power to spare [nikkeibp.co.jp].
So the answer to your question is; not yet. Sony will put a CELL CPU in many of their electronics, but not until it is cheaper.
Re:So XBOX 360 GPU is a cheap ass embedded process (Score:1)
Re:So XBOX 360 GPU is a cheap ass embedded process (Score:1)
what does this mean for apple on intel? (Score:1)
Re:what does this mean for apple on intel? (Score:2)
This has nothing to do with that. Although, they can and are. They've been calling it the "Accelerate Framework" [apple.com] and it's been available ( well, most of it, I guess ) since 10.3. But we're not talking about a vecLib re-write. If you use vec_foo, you'll need to look for _mm_foo and re-write your own code. But vDSP, vImage, and other higher-level functions outlined on the linked documentation page, those should 'jus
Ok, I'm the dumb one here (Score:1)
Re:Ok, I'm the dumb one here (Score:2)
You use them when you want to apply one operation to a set of values very quickly, you can think of them as bulk data CPUs. They are very fast at recalculating 3D coordinates, antialiasing images, and lots of other stuff.
Re:Ok, I'm the dumb one here (Score:1)
Vector Processor [wikipedia.org]
You mean like a DSP chip, perhaps? (Score:2)
Yea, occasionally I'd like one, but I'd rather it didn't take away from what my graphics card can do, wouldn't I ?
Like, maybe I'd like to have a generalized DSP chip like the one in my NeXT machine here [nationmaster.com], or one of these specialized DSP boards [google.com] ?
But if you want a GPU that's targeted to supporting DirectX, I don't know if using it for a DSP is really the right idea. Maybe it is. Or maybe Intel's own vector pro