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» 有關CELL RSX RAM
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有關CELL RSX RAM
EG瘦AA
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发表于 2007-5-15 10:41
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http://www.cngba.com/thread-16782088-1-1.html
RSX能用的RAM不是只得256MB的DDR3
事實上RSX是用20GB/s的速度提取另外的256MB XDR作已用
PPT檔案Introduction to the graphics pipeline of the PS3
http://www.cg.tuwien.ac.at/event ... huis-talkeg2006.ppt
第4頁
Data flow
IO: BluRay, HDD, USB, Memory Cards, GigaBit ethernet
Memory:
main 256 MB, video 256 MB
SPUs, PPU and RSX access main via shared bus
RSX pulls from main to video
第8頁
The RSX Graphics Processor
PULL from the main memory at 20 GB/s
a high end GPU adapted to work with the Cell Processor and HD displays
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這個PPT的制作人
Sony Computer Entertainment America : Cedric Perthuis
資歷
Started in the game industry in a small French game studio 6 years ago. moved to United States to work at Intrinsic Graphics. joined Sony Computer Entertainment to create the audio and media engines of the PSX in 2003. In 2005 joined Emdigo as Lead Engineer. Emdigo is a newly created startup focusing on 3D graphics content on cellphones. In 2006, came back to Sony computer entertainment to work on Cg for the PS3 launch.
http://www.cg.tuwien.ac.at/event ... tsgamessessions.php
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
另外CELL和RSX的連動, 是能讓SPU擔任pipeline的功能, 讓CELL加RSX變成巨大的 unified rendering system
所以若好好利用CELL+RSX作繪圖和渲染, 效能會比RSX好很多
PPT檔案Introduction to the graphics pipeline of the PS3
http://www.cg.tuwien.ac.at/event ... huis-talkeg2006.ppt
第10頁
Objective: to update a particle system
The PPU prepares the rendering
schedule SPU jobs to compute batches of particles
push RSX commands to pull the VBO from the main memory
make the render call
The SPUs fill a VBO with positions, normals, etc
receive a job
compute particles properties
DMA the result directly to VBO
release RSX semaphore
-fundamental hardware difference with other platforms:
the SPUs are part of the pipeline
更多連結
The PS3 rendering architecture explained
http://n4g.com/News-39229.aspx
Mapping Deferred Pixel Shaders onto the Cell Architecture
http://www.aurorasoft.net/symposiums/ccs06/presentations.php
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