FJ-Warez said:
Download Krieger and play it... you will be very surprised... |
I am sure it's impressive. The thing is, it does nothing in relation to what we are talking about. My guess is the logic builds the textures, and then loads them into the video card. it then instructs the video card to process the textures in the same manner as a traditional game would.
What makes it impressive, is the disk space it saves, not the performance while it runs. What would be cool, is something like this:
Let's take the 10,000 barrel example. In Crysis, each barrel model is loaded into the card (well, probably only one is, but anyway). Then it's textured (probably on one here as well). Then the card does a lot of fancy stuff, like figure out what barrel is really going to be seen on the screen, and what surfaces really show up for each barrel. Then the individual processing is done to each barrel to calculate light and reflections. This takes several passes per barrel. Now the important part that most people overlook. The Video card then turns it into a 2D image. While we like to think this is all 3D, we still only have a 2D screen.
That's one way of doing it. Another equally viable solution, would be:
The CELL textures each Barrel, and figures out the lighting. It then loads a 2D image into the video card, and say's "put this simple object here on the screen".
In the end, you would get the exact same image, so why do you care how it got created? The video card needs much less power and memory to do such a thing, but the CPU in the system needs to have a ton of power at doing mundane floating point operations. Luckily, the CELL is designed to do just this kind of thing.
This is what I mean about changing the way we code for the CELL.










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