有关CELL RSX RAM
ps3吧
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jielunai5 楼主
转 http://www.cngba.com/thread-16782088-1-1.htmlRSX能用的RAM不是只得256MB的DDR3事实上RSX是用20GB/s的速度提取另外的256MB XDR作已用PPT档案Introduction to the graphics pipeline of the PS3http://www.cg.tuwien.ac.at/event ... huis-talkeg2006.ppt第4页Data flowIO: BluRay, HDD, USB, Memory Cards, GigaBit ethernetMemory: main 256 MB, video 256 MB SPUs, PPU and RSX access main via shared bus RSX pulls from main to video第8页The RSX Graphics ProcessorPULL from the main memory at 20 GB/s a high end GPU adapted to work with the Cell Processor and HD displays--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------这个PPT的制作人Sony Computer Entertainment America : Cedric Perthuis资历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的连动, 是能让SPU担任pipeline的功能, 让CELL加RSX变成巨大的 unified rendering system所以若好好利用CELL+RSX作绘图和渲染, 效能会比RSX好很多PPT档案Introduction to the graphics pipeline of the PS3http://www.cg.tuwien.ac.at/event ... huis-talkeg2006.ppt第10页Objective: to update a particle systemThe PPU prepares the renderingschedule SPU jobs to compute batches of particles push RSX commands to pull the VBO from the main memorymake the render callThe SPUs fill a VBO with positions, normals, etcreceive a jobcompute particles propertiesDMA the result directly to VBO release RSX semaphore-fundamental hardware difference with other platforms: the SPUs are part of the pipeline更多连结The PS3 rendering architecture explainedhttp://n4g.com/News-39229.aspxMapping Deferred Pixel Shaders onto the Cell Architecturehttp://www.aurorasoft.net/symposiums/ccs06/presentations.php
2007年05月15日 04点05分 1
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2007年05月15日 05点05分 2
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