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I don't think the RS3D quality would need to be
sacrificed on the whole. I think they could maintain the existing quality. I'm
not creating realtime or raytracing engines myself, so I may be off on some
points, but coupling a surface rasterizer and shader from a GPU with raytracing
algorithms seems very doable to me. VSL is great and at it's time, the only
option. SM3.0 GPUs now allow similar programmable shader performance but at
1000x the speed of the classic desktop CPU. Where they're lacking branching,
adapting to the Cell in a Cell Linux graphics application would be ideal. From
an application created specifically for PS3, you could subdivide and tesselate
meshes on Cell, shade and texture on the GPU, and ray-trace as need for
composition and Ambient Occlusion passes. Would PS3 in itself offer a suitable
market though? Quite possibly not. As a business you'd have to target
the PC too, but you should still be able to achieve a lot on the GPU and
use those same techniques across platforms.
To be honest, I think if RS3D doesn't try to lever
this performance, someone else certainly will. And when they're producing pics
at 10-100x the speed, other applications are going to have real trouble
competing. The toolsets aren't a place a differentiate anymore as they're all
fully-featured.
David Coombes
[EMAIL PROTECTED] ...
You said that No one replied to RS on PS3, I did many times. |
- Re: I think it's time for Realsoft to go from Raytra... Daniel Richter
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- Re: I think it's time for Realsoft to go fr... David Coombes
- Re: I think it's time for Realsoft to g... Jean-Sebastien Perron
- Re: I think it's time for Realsoft ... David Coombes
- Re: I think it's time for Realsoft to go from R... Websmythe
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- Re: I think it's time for Realsoft to go from R... Timo Mikkolainen
