Hi, What I don't like on this solution is that it looks like using a hacked PS3.
Where we are from scratch trying to add hardware support to a Linux distribution without the vendor's support. I thought one of the goals of YDL with Sony support, was to avoid this kind of scenarios. I'm not saying that we need raw access to PS3's hardware, a library level access like in PS2 Linux, would already be much better that the current situation. Cheers, Paulo Quoting John Doe <[EMAIL PROTECTED]>: > Surely you would have the SPEs render to the local XDR memory (which has > higher bandwidth than the VRAM). Or better still, perhaps, use tiling and > have the SPEs render into their local SRAM where there is huge bandwidth. > Once the frame was done it could then presumably be copied to VRAM for > output (if that is necessary). > > Of course, the SPEs alone will never be as good as the GPU in the system. > But they could perhaps do a decent job..decent enough for homebrew games and > > the like, in the short term. I think there's lots of interesting things that > > could be done with software rendering on Cell, but in the context of a > traditional polygons/texturing pipeline, it'll probably be screamingly fast > at the former (transform/lighting), but relatively quite poor at the latter > (texturing). > > I think the real question as to whether a port of OGL/Mesa or some other > software rendering solution would be worthwhile is how long we'll have to > wait for hardware acceleration. If it's only going to be a short time, it > may not be worth it (except for one's own education/curiousity)..although > it's arguable that it would still be useful even after that, for projects > which wanted to mix Cell and RSX rendering. > > > >From: David Seikel <[EMAIL PROTECTED]> > >Reply-To: Discussion List for General Yellow Dog Linux User > >Topics<[email protected]> > >To: [email protected] > >Subject: Re: [ydl-gen] No video hardware acceleration on PS3 > >Date: Sat, 2 Dec 2006 10:54:55 +1000 > > > >On Sat, 02 Dec 2006 08:44:30 +1000 Stephen Braithwaite > ><[EMAIL PROTECTED]> wrote: > > > > > Suppose people did get a project together to port Open GL to compute > > > its pixels and vertices on the 6 available SPE's... > > > Does anyone know enough about graphics cards to know how fast this > > > would result. I think the SPE's would be suitable for this sort of > > > work, but how would this stack up against a GPU? Whether or not it > > > would be worth starting such a project would depend on what sort of > > > results could potentially be obtained. > > > >The main issue will be bandwidth from the SPE's memory to the video > >memory, and I suspect that has to go through main memory. The GPU has > >direct access to video memory, so it will still be a lot faster. > > > ><< signature.asc >> > > > > > >_______________________________________________ > >yellowdog-general mailing list > >[email protected] > >http://lists.terrasoftsolutions.com/mailman/listinfo/yellowdog-general > >HINT: to Google archives, try '<keywords> site:terrasoftsolutions.com' > > _________________________________________________________________ > Find a baby-sitter FAST with MSN Search! http://search.msn.ie/ > > _______________________________________________ > yellowdog-general mailing list > [email protected] > http://lists.terrasoftsolutions.com/mailman/listinfo/yellowdog-general > HINT: to Google archives, try '<keywords> site:terrasoftsolutions.com' > ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program. _______________________________________________ yellowdog-general mailing list [email protected] http://lists.terrasoftsolutions.com/mailman/listinfo/yellowdog-general HINT: to Google archives, try '<keywords> site:terrasoftsolutions.com'
