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Squilliam said:
ethomaz said:

Ok. You can think anything about me... but I'm not creating history or flaming.

To Microsoft/360 is good because some games uses 2xMSAA... so 2xMLAA will release some more GPU to graphics... but for games that use 100% of the GPU for graphics that have no use... a better alternative would be to have it done by the CPU but someone told me that the 360 CPU can't handle that.


The ATI implementation and a console implementation is apples/oranges. The former is pretty much a hack whereas the latter is built into the game code. The actual method used to reproduce the effect is likely different too.

Why would they move a 'graphics effect' off the GPU? It's the Sony solution which is backwards here. It is quite possible that they can fit it into the GPU frame without much if any performance penalties depending on how it is scheduled.

Come on, you can do better than that!

As we know the Cell is closer in architecture to stream processors such as those you find in GPUs than to  more traditional CPU designs. The SPUs were supposed form day one to be able to bring some of the weight of graphical elaboration - as the memory access indicates - and originally even a Cell-only graphical approach was considered.

This approach - which is not Sony's, the Cell being a Sony/IBM/Toshiba venture - is actually not backwards at all. I'm ready to place a bet that in 5-10 years the CPU/GPU divide will be filled by "farms of simple stream cores smaller set of complex cores" architectures. We'll see a dimished interest in feature matrices expressed in terms of specific APIs (the abomination that is "a direct3D 11 feature") and a return to wider and deeper programmbility of graphical elaboration.

Of course this would require you survive 5 to 10 years to the terrible perils of your godforsaken land if we want to check on the bet...



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman