PS3 Linux Performs Real Time Ray Tracing 135
fistfullast33l writes "A video posted on You Tube shows three PS3s networked together to perform Real Time Ray Tracing. Keep in mind that PS3 Linux runs in a hypervisor, so the RSX graphics chip is not being used at all. Even more impressive, PS3 Fanboy is reporting that Linux also limits the number of SPEs to 6 at once, so not all the horsepower on each of the PS3s is being utilized. According to the You Tube Summary, IBM Cell SDK 2.0 is being used for the IBM Interactive Ray-tracer (iRT). This apparently was done by the same team that presented a tech demo at GDC 2007 of a Linux PS3 rendering a 3 million polygon scene in real time at 1080p resolution."
Some thoughts (Score:2, Interesting)
that's not a strictly accurate description of the situation, although it's close. Linux doesn't limit it, it uses one SPE for its own benefit. So 7 SPEs are in use, just as they are when playing games, but one of them is consumed by the kernel.
I don't think this is very exciting, however. It's not like it has gaming applications; you need thr
Re:Some thoughts (Score:5, Interesting)
Note that the RSX (the graphics powerhouse) is not being used at all and could cut things down. Real time ray-tracing on a lower level (say 720p) may be feasible on one PS3 using both chips. You won't run your game with it (unless you render at 480p and upscale or something), but you could use it for cut-scenes or menus or other things where you don't have the overhead of traditional games processing (AI, etc.).
Also, one SPE on each console was dedicated to compressing the resulting image (to save bandwidth), and an additional SPE was used on the client to decode the images. That means there were 5 + 5 + 4 = 14 SPEs doing actual ray-tracing. That's just a hair over 2 machines if they didn't have to deal with the encoding/decoding process. Add the RSX in and this looks like it may be feasible to me (again, not for game-play where you have to run AI and such).
Still, quite cool and shows you what a PS3 is capable of in some situations.
Graphics applications (Score:5, Informative)
know there's been some limited applications of realtime raytracing in gaming. IIRC your temple in Black & White had some in the ceiling
Umm, I think you have Radiosity [wikipedia.org] confused with ray tracing. [wikipedia.org]
I don't think this is very exciting, however. It's not like it has gaming applications; you need three PS3s to get it done. Wake me up when one PS3 can do realtime raytracing in-game.
Then you must not know much about computer graphics. I doubt you could have done this with the PS2 or the XBox. The fact that a next gen machine can do this is very interesting, especially in a distributed fashion over the network. Distributed computing really is the future, and may someday take place inside game consoles as well. IF you have a spare processor and your buddy doesn't, is it efficient for him to borrow your CPU time? This is definitely a discussion that is occurring in normal computing space, let alone console gaming.
Not to mention, this isn't being done with the Sony SDK. This is done using free tools available via the internet. A college student could build this for a research project if they wished. This is proving that Sony allowing people access to Linux on the machine really is working. It counters the argument of XBLA's framework being the best thing ever. In fact, they could release this code as part of the GPL for free and it wouldn't be encombered by any Microsoft system or Sony system whatsoever.
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I do not. But I can't find a citation, either. They definitely didn't use radiosity, which tends to take more CPU to do right than the raytracing itself does. (I'm no graphics expert, but I've spent a fair bit of time noodling around with 3d graphics, mostly with Lightwave 3D.)
The two ar
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This is a ludicrous statement, since radiosity and raytracing deal with completely different issues. Radiosity is specifically for indirect illumination. Indirect illumination can be done in ray tracing as well, but it's generally a less efficient way to do it, even with modern developments such as photon maps and irradiance caching (they of course combine indirect/direct). Overall, completely different domains, and a co
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It's not going to have much impact on games sales, just like linux on PC's has very little impact on games sales... But it will make the linux side of things generally more useful, and let people run some of the open sourced games like quake on a big HDTV.
Otherwise, sooner or later a modchip will come out which opens up full system access, all 7 SPEs plus the vid
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Only if he plans on PAYING for it. That CPU time isn't free.
The PS3 is reported to run 220W when running folding@home.
In New York, the average residential cost of power in 2006 was 16.86 cents: (http://www.ppinys.org/reports/jtf/electricprices. html)
So 220W or 0.22kW x
The price of residential electricity in California is 14.32 which is slightly less.
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Plus, running a PS3 folding@home 24x7 uses ~158kWh per month (assuming 220W), so you will trivially exceed the 50kWh threshold, even if its the only thing you have plugged in. It'll run you ~$295 persos/year. (Well over half what the average argentinian makes in a month.)
Of course, the Argentinian who has a PS3 is probably not remotely poverty stricken either...
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Re:Graphics applications (Score:4, Informative)
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IF you have a spare processor and your buddy doesn't, is it efficient for him to borrow your CPU time? This is definitely a discussion that is occurring in normal computing space, let alone console gaming.
Only for tasks that are not affected by network latency. That is why compute clusters built to run parallel jobs use special (expensive) high-speed low-latency interconnects like Myrinet or Infiniband. Ethernet is far to slow for such tasks, and processors would to a large extent just be waiting for network packets from the other nodes. Thus, for the time being, lending out processor time to your friend for tasks affected by latency, such as realtime rendering, isn't really feasible at home.
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Or... Perhaps 3 isn't enough, wake me up when he makes a 50 node PS3 Beowulf cluster?
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Why should I find it impressive when a cluster of machines does realtime raytracing? What's the news here? That you can do it with a small number of machines by using PS3s? In a year or two the PS3 will be slow, old news.
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Not really. You can do more with a stack [uni-sb.de] of FPGAs [uni-sb.de] for a lot less. Not to mention that real-time raytracing on desktop computers has been a hot topic of research for a while now. (Especially in the demo community.) Here's one of my favorites. [realstorm.com]
For having hooked up 3 Cell cores, I actually would have expected something slightly more impressive than a car on a pedastal. I hate to be negative, but this is really nothin
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In any case, the last SPE is not the one driving the kernel... And I also got that a licensed PS3 developer, could use the last SPE,
don't know whether that applies to Linux though..
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Of course, it's not fair for a PS3 to have 7 or 8 cores and nor is it easy to manage, so ensure that all PS3s have a 7 core limit.
I'd buy. (Score:2)
I'd love to see a massive world that could be raytraced in movie quality during
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And in five years they will have brought out a new platform, whether you want them to or not, and no one will be making games for your platform.
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One is, these things never work %100 of the time - manufacturers dick around with specs to save a few cents, and suddenly you have Cell-based systems that don't even talk to each other.
The second is this: once you have people connecting multiple PS3s, you end up with the same problem PC gamers see: games either target the lowest-common platform (one PS3), or they target multiple pe
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Upgrading a console every five years is a dying concept. It's much easier, and cheape
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(For the on guy who will take this wrong. Im joking. The same thing would happen with 4 360's its a joke)
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Correction (Score:1, Informative)
linux support at all but to the PS3 design:
- One SPE is unuseable because Sony uses chips with only 7 good SPEs to improve yields
- One SPE is reserved by the HyperVisor for its own use, possibly DRM related
- The 6 remaining ones are useable by the operating system, wether it's the Game OS or
Linux, there is no difference in that area.
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I would hardly say this benefits linux.
In either case, the important thing to note is that the SPE is not being used to perform raytracing.
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If I want to render scenes with one sphere (the most trivial object for a raytracer), colored and no texture and one light source, it can probably be real-time raytraced on my desktop machine.
If I want to render scenes with millions/billions of objects that have textures, translucencies, non-point light soruces (and/or multiple light sources), varying reflectivity, etc., it would be possible to make a scene that 100 of those, clustered, couldn't render in und
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And I don't think that's an accurate description. On Cell Blades with Linux, all 8 SPEs are usable by applications. My understanding is that with the PS3, one SPE is disabled so they can get a higher yield, and one SPE is used by the Game OS. (Yes, the Game OS is alwa
Linux doesn't limit the SPEs (Score:5, Informative)
That is incorrect - Linux does not limit the SPEs - Out of the 8 available SPEs, the PS3 hardware disables 1 and one is reserved for the hypervisor leaving 6 for Linux running atop the hypervisor.
Limits (Score:1, Insightful)
I mean why pay $600 for a "performance" machine that isn't even given the chance to live up to its specs?
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Those "arbitrary" limitations aren't so arbitrary. Sony intentionally limited PS3 Linux in order to prevent competition from homebrew games. Sony's taking a big dollar loss per console sold, and their bread-and-butter to make that up is game licensing fees. If PS3 Linux had access to the ful
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I don't buy that for one second. There is no way homebrew will provide any amount of competition to professional publishing houses, with their multi-million-dollar budgets and professional artists, composers, and so forth. Hell, just look at the Linux/Windows open-source game market... oh, right, there isn't one (aside from the odd exception, like Tux Racer or Frozen Bubble).
The only reasons I can think of to lock down
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I believe point number 'b' was that people would use the free alternative rather than buy a developer license.
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And even if Sony did open up the hardware completely for homebrew, you still need distribution channels. Considering PS3 games ship on 27 GB discs, they aren't very download friendly. And obviously there is a benefit to using Sony made discs with copy prote
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Who said anything about open source? Homebrew doesn't have to be open source at all, and there are a number of extremely talented
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Anyhow, I think the real reason IBM is doing this is to show what the Cell Broadband Architecture is capable of, not what the PS3 itself can do. They'd probably like to be selling machines to render farms around the world.
Wrong (Score:4, Informative)
It's written clearly in the article, please read it before you post about it.
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seven available SPEs; one used for DRM (Score:3, Informative)
One point: there's yet another SIMD engine on that chip... people forget about VMX (altivec). It's bolted onto the PPC PPU core as well.
Of course no RSX... (Score:3, Insightful)
http://graphics.cs.uni-sb.de/~sidapohl/egoshooter
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Um... no. Ray tracing, by definition, CAN be hardware-accelerated. All that it is is tracing the path of light beams to build the image. It can be hardware accelerated. There have been projects in the past (university students, and even companies) to make hardware accelerators for ray-tracing.
I'd love to see that definition that say it is not hardware-accelerated.
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This is not to say that ray tracing can't be accelerated by providing the appropriate routines in hardware, just that there's a mismatch between what is needed for ray-tracing and what nVidia et al. provide to support OpenGL and DirectX, so even if the graphics hardware on the PS-3 were available in Linux, it wouldn't be that beneficial for this project.
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Well, isn't a graphics chip just a piece of specialized instructions optimized for graphics applications? The point I think the developers are making is not that the RSX would be useless for the ray tracing calculations due to the fact that it's not specialized for those algorithms, but that the graphics display in the end (polygon rendering, shading, etc.) is not accelerated either - you're getting raw processing fro
Re:Of course no RSX... (Score:4, Insightful)
Where is, if I may ask, this 'definition'?
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I'm as surprised as you are. This must've been the shortest insightful post ever.
That said, GGP was talking out his rear hole.
Texture quality is the real bottle-neck there. (Score:1)
This is what the PS3 is good at (Score:1)
Now, if they could just grok that the lack of high quality games on the PS3 is not helping - and ditch the Blu-Ray drive that noone wants and/or needs they could drop the price to something reasonable.
I'll take your Blu-Ray drive, then. (Score:1)
Wasn't the PS3 supposed to have 4 Cell chips? (Score:2)
If only Sony had stuck with that and given us a machine that could real-time raytrace, then I probably would be queueing up to spend $837 on it (UK price of £425 converted at today's exchange rate).
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No, if they put 4 more CPUs in along with the memory, increased power requirements, motherboard size, etc, required you'd be queueing up to spend twice that much.
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I just hope they have a better marketing campaign for the toasters than they do for the PS3... "This is toasting"
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Polygon? (Score:2)
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As I remember, that figure is only given so it can be compared to traditional techniques. Polygons are "free" in ray-tracing. It doesn't matter if you have one giant polygon, or 100,000 little ones; they should render at roughly the same speed (memory and such makes up for the difference). Since you only draw what's visible (where in rasterized drawing you have to draw everything, tricks help reduce overdraw but it's still there) it doesn't matter how many polygons you have. Ray-tracing is relatively consta
Re:Polygon? (Score:4, Informative)
You'll also find that most ray tracers exhibit the same performance variation between facing a wall and facing a full landscape. It may not be as dramatic due to the relatively high constant of proportionality for a software ray tracer vs. a GPU but it's still there. A large part of that is probably just cache performance -- you'll have a lot more cache hits facing the wall.
Reflection-wise, you've got the right idea -- there will be a decent speed hit for them. But you've got it backwards. Doing a good job of computing color bleed effects require a ray tracer which supports global illumination and that can take astronomically more rays to compute than a decent implementation of basic specular reflections. You probably need at least 100 rays/pixel or more to even have a prayer of not having any excessively noisy image. Ray tracing is a point-sampling technique which means that any time you have any sort fuzzy/soft kinds of effect like ambient occlusion, glossy reflections, soft shadows or color bleed from indirect illumination.
Impressive? (Score:1)
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It's a simple scene, of course... but... (Score:2)
So does this mean we're on the edge of having ra
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Where's nVidia and ATI, then? (Score:2)
Look out Hollywood. (Score:3, Interesting)
Forget about it if the company gives you tools and permision remap/redraw everything easily with 2d sources.
Desktop directors will be the garage band rock stars of the next few decades.
You might know me by my old .sig
Your civilization has built the Internet.(+2sci) This obsoletes the Hollywood wonder.(+1hap)
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Too bad the effects of The Internet expire with the creation of the RIAA/MPAA Wonder.
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All these people are being paid real money to do real work. Now some of them are doing paper pushing due to the shear size of the crew, but these are not in the majority. [...] They need all these warm bodies because MOVIES ARE COMPLEX AND HARD TO MAKE.
They're a lot more complex (at least in terms of number of people required) when you're dealing with physical sets and actors.
Look at how many of those names are gaffers, grips, wranglers, medics, coaches, assistants, stunt men, stand-ins... you don't need people to keep track of props when your props are all digital. You don't need to ensure actors' safety when all the actors do is speak into a microphone. You don't need trained, unionized electricians hooking up your lights when you can add new light sou
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So all you've done is pushed all their duties onto one person's shoulders.
Not quite. You can completely eliminate many of the tasks that have no purpose in the virtual world (CGI actors don't need medics, assistants, makeup artists, or craft services), and many of the other tasks can be performed by fewer people in less time.
Virtual set or real set, someone still has to create it. Same with props. Part of the reason we have "division of labour" is that there is only so many hours in a day, and one person can't be an expert in everything.
Correct. To make something good, you'll still need a team of artists and modelers. But that doesn't mean you aren't saving a ton of time and money!
One or two people can build a virtual set in a matter of hours. They don't need building materials, paint, lad
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Look, now we have somthing in common. We both missed the point. :)
I know movies are complex, but there are already many shorts set in video game worlds on utube that prove the above is plausable. My leap in logic is that people are holding back from 1:45 min movies becase they agreed to a licence that may prohibit video distribution of game sequences.
Look at Toy story. [wikipedia.org] Only 46 people are listed on the sta
My Pentium 60 can do realtime raytracing (Score:1)
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Well, the first-gen P's could yield unpredictable results some times
This guy had first post for the PS3 release saying (Score:2)
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Is Shared Processing Really Good For Games? (Score:2)
If not, does that mea
no texture mapping? (Score:1)
I guess the SPU's limited memory may have something to do with this, so maybe procedural textures would be the way to solve this.
Importance of parallelism (Score:3)
This and other implementations (google's MapReduce [wikipedia.org] algorithm, for example) prove the importance of parallelism for tomorrow's computing. I would love to have 10000 small general purpose CPUs on my machine without any custom chips than one monster general-purpose CPU and one mega-hardcoded GPU.
Some random thoughts:
The transputer [wikipedia.org] was way ahead of its time.
The 100 year programming language would be the one that implements the Actor [wikipedia.org] model most efficiently.
Nature's computation machines are not very fast, but they are vastly parallelized [wikipedia.org].
You know... (Score:1)
6 SPEs is actually more than normally available (Score:1)
There's no way you could do this on the wii (Score:2)
AC Zombie speaks... (Score:2)
ARMORED... CORE...
Armored... RAVEN! RAVEN! AAUGH! Aaa -
armored... core...
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First off, while I loved the original Armored Core, the series has kind of lost its way since then, and AC4 has gotten some really mediocre reviews.
Secondly, you can also get it for the Xbox 360 [gamespot.com] so that's hardly a compelling reason to get a PS3. Especially since AC4 for the Xbox 360 makes use of Live, which is missing on the PS3 side.
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But the GGP poster didn't ask for exclusives - just for games worth playing... Not that it matters, AC Zombie doesn't discriminate, he just hungers, hungers for Armored Core....
(Armored Core Zombie prefers Kawamori-infused Armored Core, but Armored Core Zombie will take what Armored Core Zombie can get...)
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I know I shouldn't feed the troll, but to paraphrase Malcolm Reynolds, it is occasionally hilarious.
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This demonstrates that one of the more common Slashdot anti-PS3 memes is simply untrue: you really can do useful things with Linux on the PS3. That alone makes it worthy of Slashdot and also demonstrates a very powerful feature of the PS3 that the Xbox 360 simply lacks.
This is Linux, on the PS3, being clustered together to show something really cool.
How you've managed to corrupt that into a "PS3 is un
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It's okay... I can't afford a ferrari either, but when one of them goes 200mph on a freeway, I still think it's neat.
It's funny... laugh.
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Back to the ray-tracing/ferrari argument, ferraris wouldn't excite you when you spend all your time flying fighter jets. I probably wouldn't waste processor time with real-time ray-tracing algorithms when I can use more interesting volume rendering techniques on our 512 processor Opteron cluster.
However, what would excite me with a PS3, is if you
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