Could you elaborate? I don't see why utilization would be low for rendering for any setup with two shaders, which should easy to parallelize, well beyond 2 pixels at a time. If GPUs had any problem keeping 2 shaders full I doubt we'd be seeing dozens (or even hundreds).Lazy8s said:A low number of shader units isn't bad if their utilization is high, which is the point of Imagintation Technology's heavily multithreaded approach.
Imgtec is the same company of which Metagence is also a division, remember.
Okay, I think you're on to something here. It'd be good to know how many execution units are part of a USSE. The block diagram also does show that the TMUs are tied to the USSE pipes (so we know there are two), as well as the final pixel output. I hope this puts to rest any dispute about real fillrate (not that it necessarily matters, as established).Adventus said:QUOTE
So.. yeah, that sounds too bad. :/
hmmm, well I'm still not entirely convinced. I am a stubborn bugger. .
Assuming that a "Multi-Threaded Execution Unit" is what we're calling a shader, I would think a "USSE" refers to a collection of shader units, as per the block diagram:
Based on what i read on B3D, IMHO some of these things don't add up if there is only 2 Shaders.
If you assume the SGX510 is 1 Shader and acheives ~2M poly/sec@200mhz then how do you scale that to a 2 shader ~13.5M poly/sec@200mhz (6.75x) of the SGX530? To achieve that poly rate, It would be reasonable if the SGX530 was 2 USSE pipelines with 4 "shaders" in each.
Presumably the lower than expected effective fillrate of the SGX510 (200M Pixel/sec != half of 1200M Pixel/sec) is because the shader is the bottleneck not the TMU. Based on what they said for the MBX v MBX-lite, I dont think PVR quote exact TMU*Clock numbers for fillrates, it just happens that the TMUs are the bottlenecks in the SGX530.
What i would guess dmdm meant by SIMD was that each pipeline of 4 shaders would be executing the same instruction at once, kind of like having two really big shaders.
BUT yeah, I'm probably out of my depth.
lowp struck me as weird, at first I was wondering if they really meant 10.6 but nope, sign + 1.8 (according to OpenGL ES docs). We know it can do 2-way 16bit fixed point so that's covered there. The implication here is that it can do SIMD 3 or 4 way over 10bit fixed point (40 bit ALU??? sounds like a DSP), and 2 way over 16bit float (which is less expected because floats are harder to split up, fadds anyway), two things that the previous snippet did not mention. And then of course the 1 way 32bit float, which it did (but that's kinda a no brainer). I wonder... >_>Adventus said:Yep, your right on this point at least, and i sure hell hope your right about the rest.
From the PowerVR SGX SDK:
QUOTE
To achieve best performance for a variety of tasks, the USSE supports multiple precisions. The GLSL ES precision modifiers, lowp, mediump, and highp, map to 10 bit fixed point, 16 bit float and 32 bit float types, respectively. While lowp computations are performed as 3 and 4 component vector operations, mediump operations use 2 component vectors. When using highp precision, the USSE operates on scalar values.
Finally, I was right about something I guess that's the only real drawback to TBDR, but the figures we're given are more than enough (and I assume that it won't have much problem actually reaching those, since they should be harder numbers than shader oriented limits)dmdm said:Woaaahh so many questions!
Ok, Polygon throughput is not shader limited unless you are running very complex vertex shaders which is highly unusual... it is therefore a function of the speed that vertices can be processed/transformed and binned in the Tile Accelerator, hence the different figures for SGX510 to SGX530 independent of number of shaders etc.
Yay, right about something else too.dmdm said:Next question Peak Fillrate again this is a function of the number of TMU pipelines not necessarily Shaders and due to texture caching and compression etc making memory bandwidth a small consideration therefore you should get close to the maximum figure unless the pixel shading programs become quite complex.
Great, the technology is sounding really interesting afterall. At the very least I think we can determine from this that it does mean more than just one unit working at once per USSE, but like a real modern CPU there might be other bottlenecks in the frontend (limits in fetch, decode, dispatch, etc)dmdm said:I've got to be more carefult talking about the USSE (Unified Shader) pipelines as there is a lot less information available in the public domain however I would like to point out you're more on the right lines with your assertions that the 16 simultaneous threads are sort of in-flight at the same time and the core can swap between them and the working registers in order to keep the functional units full on every cycle in order to get the maximum efficiency out of the USSE's.
will try to answer more as a i spot them....
Exophase said:Finally, I was right about something I guess that's the only real drawback to TBDR, but the figures we're given are more than enough (and I assume that it won't have much problem actually reaching those, since they should be harder numbers than shader oriented limits)dmdm said:Woaaahh so many questions!
Ok, Polygon throughput is not shader limited unless you are running very complex vertex shaders which is highly unusual... it is therefore a function of the speed that vertices can be processed/transformed and binned in the Tile Accelerator, hence the different figures for SGX510 to SGX530 independent of number of shaders etc.
Yay, right about something else too.dmdm said:Next question Peak Fillrate again this is a function of the number of TMU pipelines not necessarily Shaders and due to texture caching and compression etc making memory bandwidth a small consideration therefore you should get close to the maximum figure unless the pixel shading programs become quite complex.
Great, the technology is sounding really interesting afterall. At the very least I think we can determine from this that it does mean more than just one unit working at once per USSE, but like a real modern CPU there might be other bottlenecks in the frontend (limits in fetch, decode, dispatch, etc)dmdm said:I've got to be more carefult talking about the USSE (Unified Shader) pipelines as there is a lot less information available in the public domain however I would like to point out you're more on the right lines with your assertions that the 16 simultaneous threads are sort of in-flight at the same time and the core can swap between them and the working registers in order to keep the functional units full on every cycle in order to get the maximum efficiency out of the USSE's.
will try to answer more as a i spot them....
Once we have the thing, or if someone wants to test on a Beagleboard, then benchmarks could be done to get an idea of the cycle-level performance of the shaders. That is assuming that we can dispatch actual shader ASM directly on the things (sadly I don't know much about how that works these days but I figure it doesn't HAVE to be compiled at runtime)
Yeh there is some quite nifty features in the USSE's and certainly being able to switch between the 16 threads in-flight at once means you can hide all the data hazards etc so it should be able to manage an instruction on every cycle (on one of those 16 threads). As for the SIMD nature is does depend a lot on the data type ie 8bit/10bit Integer etc however even at F32 it is able to execute more than a single op (MUL, ADD) etc per cycle which was the "SIMD nature" i was talking about although don't get carried away, this is not the same as having 4 or 8 identical FPU's etc like a superscalar CPU.... its sort of imbetween.
renejr902 said:someone can compare the gpu of the pandora with a pc video card in term of performance. is it similar to a voodoo1, savage 4, ati rage pro, surely not a geforce, i ask that because i have no idea of the performance of the gpu) i read the specs of the gpu but cant conclure anything
fusion_power said:...as for your guess, yep i am an insider, in fact i'm one of the designers of SGX however i have to be careful not to release any information which could land me in hot water with my employers! I can however report that the SGX core inside OMAP will happily do ~10MTri/sec, although this is based on a whole host of factors ie vertex sharing / complexity of vertices (number of layers etc).
Cool. Nice to see guys like you here in our Forums.
Everything onto the Pandora seems so mysterious and NDA and DNP, pretty much for a Open-Source Console. Well, if at least the (Homebrew) Coders have acess to the Hardware-Features at the end to use all the Power the Pandora can give us, I'm fine.
And Q3 is a perfect example to show the Power of the Console. I don't know if Q3 also runs onto the PSP but I'm sure, the Pandora will be the fastest Handheld on the Market. I hope Unreal Tournament will also find the Way onto the Pandora some day (I know it is not Full open-surce yet ). I think the PowerVR SGX could also handle the good old S3TC Textures from the UT Bonus Disc. ^_^
Personally, I think that a newer, better looking game could be used to show it off than Quake 3. It can esily handle quake 3, hell the powerVR mbx (previous gen) could handle quake 3.
What about half life 2? or Doom3/prey?
They're closed-source.Mr Poletski said:What about half life 2? or Doom3/prey?
Mr Poletski said:At a guess, I'd say it will compete performance wise with many of the budget 30-40 quid cards you see today for sale and I expect it will embarrass anyone who makes, produces or 'chose to settle with' integrated chipset graphics on the PC. I could be wrong thoughrenejr902 said:someone can compare the gpu of the pandora with a pc video card in term of performance. is it similar to a voodoo1, savage 4, ati rage pro, surely not a geforce, i ask that because i have no idea of the performance of the gpu) i read the specs of the gpu but cant conclure anything
From what I can remember Craig and co. guessed that it would be about as powerful as a Geforce 3 but with the programmability of a Geforce 7. I can't find the original post at the moment though.