R
R420
First, just to refresh your memories on Playstation2 performance
PS2 polygon rates:
max 66 million triangles transformed (Emotion Engine)
max 75 million triangle drawing rate (Graphics Synthesizer)
max 25 million triangles with texture, gouraud shading, alpha blending
most PS2 games use 3 to 10 million polygons/sec and a few games reach
15-20 million polygons/sec. so most PS2 games are pushing less than
10 million.
PS2 fillrate:
max 2400 million or 2.4 billion pixels/sec, no texture
max 1200 million or 1.2 billion textured pixels/sec
adding a second texture by doing another rendering pass cuts PS2's
fillrate to 600 million pixels/sec.
k, now the Playstation 3 stuff. this is talking about a patent Sony
has for a rasterizer / graphics processor.
quote:
_______________________________________________________________________________
For example, a rendering process capacity of the order of several
hundreds [Mpolygon/sec] and several tens [Gpixel/sec] is frequently
required.
_______________________________________________________________________________
source: http://www.beyond3d.com/forum/viewtopic.php?t=12899
that translates into *several hundred million polygons/sec* and
several *tens* of billions of pixels/sec so at least 20 billion
pixels/sec
keep in mind that Playstation 3's GPU is most likely based on Cell
technology, at least in part. Cell is a joint effort by Sony, IBM and
Toshiba. Cell is not a specific processor, any more than PowerPC is a
specific processor. the PS3 will use specific Cell-based processors,
currently known as the Broadband Engine (CPU) and Visualizer (GPU).
the Visualizer GPU is what this post is about. The quoted text above
is probably specifically about the Pixel Engines, which are the
rasterizing part of Visualizer, the PS3's GPU.
PS2 polygon rates:
max 66 million triangles transformed (Emotion Engine)
max 75 million triangle drawing rate (Graphics Synthesizer)
max 25 million triangles with texture, gouraud shading, alpha blending
most PS2 games use 3 to 10 million polygons/sec and a few games reach
15-20 million polygons/sec. so most PS2 games are pushing less than
10 million.
PS2 fillrate:
max 2400 million or 2.4 billion pixels/sec, no texture
max 1200 million or 1.2 billion textured pixels/sec
adding a second texture by doing another rendering pass cuts PS2's
fillrate to 600 million pixels/sec.
k, now the Playstation 3 stuff. this is talking about a patent Sony
has for a rasterizer / graphics processor.
quote:
_______________________________________________________________________________
For example, a rendering process capacity of the order of several
hundreds [Mpolygon/sec] and several tens [Gpixel/sec] is frequently
required.
_______________________________________________________________________________
source: http://www.beyond3d.com/forum/viewtopic.php?t=12899
that translates into *several hundred million polygons/sec* and
several *tens* of billions of pixels/sec so at least 20 billion
pixels/sec
keep in mind that Playstation 3's GPU is most likely based on Cell
technology, at least in part. Cell is a joint effort by Sony, IBM and
Toshiba. Cell is not a specific processor, any more than PowerPC is a
specific processor. the PS3 will use specific Cell-based processors,
currently known as the Broadband Engine (CPU) and Visualizer (GPU).
the Visualizer GPU is what this post is about. The quoted text above
is probably specifically about the Pixel Engines, which are the
rasterizing part of Visualizer, the PS3's GPU.