› Foros › Multiplataforma › General
Crujidor escribió:algoritmos matemáticos que alcanzan una compresino 100:1 a nivel binario
Crujidor escribió:64k cuando debería haber competido en la sección de más de 5MB
Phellan escribió:es que esta arquitectura sea capaz de mostrar iluminación global en tiempo real
Crujidor escribió:Por cierto, PGr 3 usa sintesis en el asfalto, solo parcialmente, pero la usan.
Dave Baumman escribió:Theoretically Xenos could be a true vector co-processor and any op that requires plenty of vector processing could potentially benefit from a processor such as Xenos. Exactly how useful it will be is up in the air at the moment since all these things would still have to be structured within the confines of a vertex shader program. At the very least, Xenos or processors like it will probably make for some very nice science experiments and get the GPGPU crowd more than interested, whether it will be adopted in realtime for this type of processing on XBOX 360 is too early to tell.
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Xenos has a function called "MEMEXPORT" that facilitates random access read/write to memory, which AFAIK is / will be exposed through the XBOX 360 API.
Ferdopa escribió:Sobre el DD en tiempo real, es correcto; no hay dispositivo de consumo electrónico que lo haga. Sin embargo en PC sí hay productos que lo hacen (la placa 7NNXP de Gigabyte, por ejemplo).
GXY escribió:
...las nforce2 en general...incorporan soundstorm, la misma tecnologia incorporada en xbox.
en los posteriores chipsets los han quitado, por incompatibilidades con los juegos y tal y cual...
saluditos.
jacklolita escribió:antes de opinar haber si os informais un poco anda, k la ps2 no reproduce DTS real.....
k no reproduce 5.1...
no lo hace x hardware, enga anda a ver si encontrais n k juegos si es 5.1 real...
si es k hablar x hablar... vocis flatus colegas
jacklolita escribió:antes de opinar haber si os informais un poco anda, k la ps2 no reproduce DTS real.....
k no reproduce 5.1...
no lo hace x hardware, enga anda a ver si encontrais n k juegos si es 5.1 real...
si es k hablar x hablar... vocis flatus colegas
jacklolita escribió:antes de opinar haber si os informais un poco anda, k la ps2 no reproduce DTS real.....
k no reproduce 5.1...
no lo hace x hardware, enga anda a ver si encontrais n k juegos si es 5.1 real...
si es k hablar x hablar... vocis flatus colegas
jacklolita escribió:antes de opinar haber si os informais un poco anda, k la ps2 no reproduce DTS real.....
k no reproduce 5.1...
no lo hace x hardware, enga anda a ver si encontrais n k juegos si es 5.1 real...
si es k hablar x hablar... vocis flatus colegas
jacklolita escribió:antes de opinar haber si os informais un poco anda, k la ps2 no reproduce DTS real.....
k no reproduce 5.1...
no lo hace x hardware, enga anda a ver si encontrais n k juegos si es 5.1 real...
si es k hablar x hablar... vocis flatus colegas
bit-tech.net escribió:ATI’s role in Xbox 360 backwards compatibility
One of the biggest questions has been whether or not Xbox 360 would be backwards compatible with original Xbox games. Recent word from Microsoft has been that Halo 2 will be amongst the first games to get backwards compatibility – but until now, no one has known exactly what that means, or how it will be achieved.
What are the problems? Well, Xbox 1 games are written for Intel CPUs and Nvidia graphics, and graphics engines in particular use hardware specific instructions. Apart from the change to PowerPC hardware with the Xbox 360, Nvidia-specific calls have to be interpreted in a manner that the ATI hardware in the 360 will understand.
Richard: “Microsoft weren’t focused on hardware backwards compatibility early on… that wasn’t in the specification. They believed that any compatibility they could get would come in through a software layer, and they didn’t want to compromise this generation’s hardware for the sake of last generation’s games.
“They have implemented compatibility purely through emulation (at the CPU level). It looks like emulation profiles for each game are going to be stored on the hard drive, and I imagine that a certain number will ship with the system. They already have the infrastructure to distribute more profiles via Live, and more and more can be made available online periodically.
“Emulating the CPU isn’t really a difficult task. They have three 3GHz cores, so emulating one 733MHz chip is pretty easy. The real bottlenecks in the emulation are GPU calls – calls made specifically by games to the Nvidia hardware in a certain way. General GPU instructions are easy to convert – an instruction to draw a triangle in a certain way will be pretty generic. However, it’s the odd cases, the proprietary routines, that will cause hassle.”
bit-tech.net escribió:ATI v Nvidia: RSX, PS3 and the console wars
With the Xbox 360 Xenos core running at 500MHz, and the PlayStation3’s RSX graphics core running at 550MHz, the non-techie press are calling the specs a win for Sony. Is this really the case, though?
Richard is adamant that the extra graphics speed on paper is more than made up for by the differing architecture of the Xenos. “That mere 10% clock speed that RSX has on Xenos is easily countered by the unified shader architecture that we’ve implemented.
“Rather than separate pixel and vertex pipelines, we’ve created a single unified pipeline that can do both. Providing developers throw instructions at our architecture in the right way, Xenos can run at 100% efficiency all the time, rather than having some pipeline instructions waiting for others. For comparison, most high-end PC chips run at 50-60% typical efficiency. The super cool point is that ‘in the right way’ just means ‘give us plenty of work to do’. The hardware manages itself.”
The issue of unified versus split shader pipelines is a critical one that we’ll come back to in a moment, but I was curious as to how Richard felt the CPU architecture between the two consoles makes a difference to the graphics and overall power.
“The PS3 does appear to have a huge amount of CPU power with the seven Cell cores. The problem they have is that CPU power isn’t really what developer’s need – the bottleneck is really the graphics. Everybody is going multi-threaded and multi-core – the Xbox 360 has three PowerPC cores, AMD and Intel both have dual-core chips, so everyone is having to learn how to write this stuff. But writing multi-threaded apps for two or three cores is difficult. Doing it for seven separate cores, when the main core has a slightly different feature-set from the other six, is very, very difficult.”
Hermes escribió:Siento deciroslo chicos PERO TIENE RAZON.
Osea, PS2 no tiene capacidad hard de producir sonido DD, pero puede hacerlo por software (eso si: se tomará su tiempo)
Veamos, SPU2 tiene dos formas de reproducir audio: PCM y Bitstream. En éste ultimo caso, la información es enviada directamente a la salida optica.
El problema, es que aparte de que no hay documentación sobre cómo se trabaja esto (de ahí que no lo incorpore en el Mediaplayer éste soporte), la información es transmitida a alta velocidad y eso rompe con la sincronización de un juego, por no decir que si encima tienes que MEZCLAR varias fuentes PCM, la hemos cagado (IOP no tendría capacidad para hacer ésto, tendría que usarse EE)
Así pues, no es que sea imposible, es que es muy costoso en tiempo y tambien dificultoso de hacer. Pero la posibilidad está ahí.
Es muy extraño lo de tener el chip acabado cuando en el E3 se decía que no.
Lo que me parece es que Sony y MS han guardado sus cartas diciendo que las máquinas estaban sin acabar, cuando es posible que en el propio E3 estuvieran ya finalizadas, pero no se presentaron para evitar "problemas", o sorprender a la gente dentro de unas semanas.
Joer filete te veo activo esta mañana
Ahora eso sí, vamos daría un riñón y algo más si la PS3 pudiera hacer lo visto en el video del Killzone.
Lo del Killzone, no lo veo yo en esta nueva generación, más bien en la siguiente porque mover todas esas cosas con ese nivel de gráficos sería bastante complicado, sumale físicas, IA (que aquí el Cell petardea en comparación con Xenon). Yo de momento no lo veo, pero ojalá
With Xenos we have some different processing elements to consider: eDRAM / MSAA / Z pass / Tiling is one element to consider for Xenon and then there is the shader architecture which is a bit out there, and I firmly believe this will give us a glimpse to ATI's PC future (important to this site). RSX's pixel operation looks to be more in line with other processors, so there probably isn't much to look at there and the architecture appears to be PC derived so it will probably be covered in one form or another sooner or later - if its later (but before its covered from the PC side) then I'd like to do the same (if possible), but my suspicion is that its sooner
Actually I believe Nvidia main complaint was about the different types of demands VS and PS plce on the prcoessor and how the ALU's need to hanlde the latencies differently because PS usually has filtered texture lookups which are usually the most latency bound of operation. However, ATI's point is that they have removed the ALU and texture link by having them separated - if there is a texture instruction in a shader program the texture samplers will be tasked with retreiving that texture data, meanwhile a completely independant theads are working on the ALU's; when the texture data is ready the shader program that requested that data can go back into context, run on the ALUs and the the texture data will already be buffered and usable immediately when the shader instruction that does operations on that data is being processed
Xenos has a function called "MEMEXPORT" that facilitates random access read/write to memory, which AFAIK is / will be exposed through the XBOX 360 API.
Theoretically Xenos could be a true vector co-processor and any op that requires plenty of vector processing could potentially benefit from a processor such as Xenos. Exactly how useful it will be is up in the air at the moment since all these things would still have to be structured within the confines of a vertex shader program. At the very least, Xenos or processors like it will probably make for some very nice science experiments and get the GPGPU crowd more than interested, whether it will be adopted in realtime for this type of processing on XBOX 360 is too early to tell