frames60 schrieb:Ach das meinst du, nee, muß man nicht. Aber Effizienz ist halt noch lange nicht Überlegenheit...![]()
Genau wenn was Effizienter arbeitet ist es Unterlegen :-?

Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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frames60 schrieb:Ach das meinst du, nee, muß man nicht. Aber Effizienz ist halt noch lange nicht Überlegenheit...![]()
Die aktuelle PSM hat einen ausfürhlichen Rückblick auf die E3 Präsentation der PS3 von Sony genommen und klärt einige Dinge auf. So will das Magazin unter anderem folgendes wissen:
Das Design des Controllers musste aufgrund des Copyright Kriegs zwischen Sony und Immersion (letztere wollen Millionen an Geldern wegen angeblicher Patentverletzungen bei der Dualshock Technologie) geändert werden.
Die "Power" und "Eject" Tasten werden druckintensive Membrane sein, die bei Berührung ihre Funktionen ausführen.
Killzone PS3 lief bereits mit 5fps auf einem AlphaKit der PS3
Dieses AlphaKit verfügte aber gerademal über zwei gekoppelte GeForce 6800GT, dass aktuelle benutzt schon einen G70 Chip
Die Demos zu I-8 und Warhawk liefen in Echtzeit auf dem AlphaKit
Terminator schrieb:Ein VW Golf ist z. b. im Verbrauch und vielen anderen Dingen sicher effizienter als ein Porsche! Trotzdem ist der Porsche schneller ...
Quelle: http://www.jeux-france.com/
Terminator schrieb:Killzone PS3 lief bereits mit 5fps auf einem AlphaKit der PS3
Dieses AlphaKit verfügte aber gerademal über zwei gekoppelte GeForce 6800GT, dass aktuelle benutzt schon einen G70 Chip
Benchmarks zu dieser Generation, und die G70 GPU ist nunmal nicht diese Generation...MTC001 schrieb:Terminator schrieb:Killzone PS3 lief bereits mit 5fps auf einem AlphaKit der PS3
Dieses AlphaKit verfügte aber gerademal über zwei gekoppelte GeForce 6800GT, dass aktuelle benutzt schon einen G70 Chip
ROFL, da hat mans ja schwarz auf weiß. Nur zu dumm, dass die G70 in so ziemlich allen benchmarks 2 Geforce 6800ern unterlegen ist![]()
David Kirk: SPE and RSX can work together. SPE can preprocess graphics data in the main memory or postprocess rendering results sent from RSX.
Nishikawa: for example, when you have to create a lake scene by multi-pass rendering with plural render targets, SPE can render a reflection map while RSX does other things. Since a reflection map requires less precision it's not much of overhead even though you have to load related data in both the main RAM and VRAM. It works like SLI by SPE and RSX.
David Kirk: Post-effects such as motion blur, simulation for depth of field, bloom effect in HDR rendering, can be done by SPE processing RSX-rendered results.
Nishikawa: RSX renders a scene in the main RAM then SPEs add effects to frames in it. Or, you can synthesize SPE-created frames with an RSX-rendered frame.
David Kirk: Let SPEs do vertex-processing then let RSX render it.
Nishikawa: You can implement a collision-aware tesselator and dynamic LOD by SPE.
David Kirk: SPE and GPU work together, which allows physics simulation to interact with graphics.
Nishikawa: For expression of water wavelets, a normal map can be generated by pulse physics simulation with a height map texture. This job is done in SPE and RSX in parallel.
Semik schrieb:Wie HellFireWarrior im Heavenly Sword (PS3) thread geposted hat :
Also doch .. damit hat RSX praktisch 16 VS und 24 (vielleicht 32) Pixel pips. Und das alles bei der gleichen anzahl an ROPs (24) mit Xenos. Damit sind sie minimal gleich stark![]()
Semik schrieb:Wie HellFireWarrior im Heavenly Sword (PS3) thread geposted hat :
David Kirk: SPE and RSX can work together. SPE can preprocess graphics data in the main memory or postprocess rendering results sent from RSX.
Nishikawa: for example, when you have to create a lake scene by multi-pass rendering with plural render targets, SPE can render a reflection map while RSX does other things. Since a reflection map requires less precision it's not much of overhead even though you have to load related data in both the main RAM and VRAM. It works like SLI by SPE and RSX.
David Kirk: Post-effects such as motion blur, simulation for depth of field, bloom effect in HDR rendering, can be done by SPE processing RSX-rendered results.
Nishikawa: RSX renders a scene in the main RAM then SPEs add effects to frames in it. Or, you can synthesize SPE-created frames with an RSX-rendered frame.
David Kirk: Let SPEs do vertex-processing then let RSX render it.
Nishikawa: You can implement a collision-aware tesselator and dynamic LOD by SPE.
David Kirk: SPE and GPU work together, which allows physics simulation to interact with graphics.
Nishikawa: For expression of water wavelets, a normal map can be generated by pulse physics simulation with a height map texture. This job is done in SPE and RSX in parallel.
Also doch .. damit hat RSX praktisch 16 VS und 24 (vielleicht 32) Pixel pips. Und das alles bei der gleichen anzahl an ROPs (24) mit Xenos. Damit sind sie minimal gleich stark![]()
The Xbox 360's solution to this problem is to store high-level descriptions of objects in main memory, and have the CPU procedurally generate the geometry (i.e., the vertex data) of the objects on the fly. So in the case of our forest, main memory stores information about the tree, like the type, size, location of each leaf, etc., along with other relevant data like the direction of the prevailing wind. This information is passed into the Xbox 360's Xenon CPU, where the vertex data that defines the polygons out of which the tree is made are generated by one or more running threads. These threads then feed that vertex data directly into the GPU (by way of a special set of write buffers in the L2 cache, but more on that later). The GPU then takes that vertex information and renders the trees normally, just as if it had gotten that information from main memory.
Rendering a wind-blown tree on the Xbox 360
The end result of all this is that the amount of data that is stored in main memory and moved into the CPU is much less than the amount of data that the CPU puts out and that the GPU ends up processing. Microsoft refers to this ratio of stored scene data to rendered vertex data as a compression ratio, the idea being that main memory stores a "compressed" version of the scene, while the GPU renders a "decompressed" version of the scene.
The technique of compressing scene data for storage in main memory and then decompressing it by means of procedural synthesis allows game developers to do more with a console's limited system memory. The console provides plenty of CPU-to-GPU bandwidth and enough computing power to procedurally render objects in real time, and the developer provides higher-level scene descriptions that allow a richer, more realistic world to be described using less storage space.
Microsoft's Xbox 360 can use the Xenon CPU to tessellate curves in real-time. The higher order curves can be stored in compact form in main memory, and then transferred to the Xenon where they're tessellated into vertex data. As with the procedural geometry generation described above, this dynamically generated vertex data is then passed directly to the GPU for rendering.
Real-time tessellation has a few advantages. First, storing models as collections of higher order curves is a more compact than storing them as vertex lists. This is especially true for high-polygon-count models, where the higher number of polygons approximates the original curves better but also makes for more vertex data. So real-time tessellation is another form of data compression that lets developers use a limited amount of source data, main memory, and bus bandwidth to render a highly detailed, data-intensive scene.
Real-time skinning
This patent (patent number 20050099417) that Microsoft was recently granted covers a method for using procedural synthesis to do real-time skinning of 3D characters. The basic idea behind the patent appears to be as follows. Artists using standard tools (i.e.., motion capture, 3D rendering tools, etc.) generate a character model along with a series of key poses in an animation for that model. This model consists of a set of bones that have been skinned with a deformable skin.
The Xenon uses the key poses that are stored in system memory and interpolates new poses as needed based on the stored poses. These new poses have skin that deforms in natural ways, and are essentially new 3D models that are generated on the fly by the procedural synthesis code. This is yet another example of the use of procedural synthesis to cut down on the amount of data stored in memory. Instead of storing a sequence of models for a character animation, the Xenon is able to generate the animation sequence dynamically from a few exemplary forms.
Interestingly enough, the patent also appears to cover a feature that allows the procedural synthesis logic to send only the vertices that have changed between two poses along to the GPU, so that the entire model doesn't have to be retransmitted across the bus. This will help cut down on bus traffic in instances where the characters' movements in between frames are slight.
nightelve schrieb:Eben, und noch kann man auch nicht sagen welche nun stärker wird! Da es sich bei beiden um next-gen GPU's handeln..
nightelve schrieb:nur bei den CPU's kann man langsam Schlüsse ziehen welche stärker wird, und da scheint die CELL CPU alle Register zu ziehen.
Frenck schrieb:@ MTC
Davon sieht man bisher nichts, Catchphrases < Videos
Frenck schrieb:@ MTC
Davon sieht man bisher nichts, Catchphrases < Videos
Oh and for those that are wondering about the lighting and why it is so good... that is because they are using "Global Illumination" otherwise known as radioisty lighting...
Check HERE for what Global Illumination is...
...and yes that is what is used in "Ray Tracing" and this is a hardware feature in XENOS on the XBox360 and is done in real time for the first time."
nightelve schrieb:So, das ist in etwa (abgesehen vom PS3 Teil) das was ich auf der PK mitbekommen habe von IBM...
Bin aber jetzt zu müde weiter da reinzugehen....
Jedenfalls ist es quatsch zu sagen, dass die CELL cpu schwächer ist als eine 3-Core G5 CPU.
Frenck schrieb:Das ganze Technik-Geschnodder geht mir am Schnabotz vorbei!
Ich gucke mir das Killzone Video an und sehe das es FANTASTISCH aussieht, es wird bestätigt das diese Szenen in Echtzeit auf einer PS3 gelaufen sind.
Bei der X-Box 360 höre ich immer viel tolles von Datenblätern und irgendwelchen Technik-Artikeln, aber gesehen habe ich noch nichts was Killzone in den Schatten stellt.
Spielen können wir beide noch nicht, leider, somit müssen Videos als Beweis reichen.