Inside the Xenos GPU

As previously mentioned, the 48 shaders will be able to run either vertex or pixel shader programs in any given clock cycle. To clarify, each block of 16 shader units is able to run a shader program thread. These shader units will function on a slightly higher than DX9.0c, but in order to take advantage of the technology, ATI and Microsoft will have to customize the API.

In order to get data into the shader units, textures are read from main memory. The eDRAM of the system is unable to assist with texturing. There are 16 bilinear filtered texture samplers. These units are able to read up to 16 textures per clock cycle. The scheduler will need to take great care to organize threads so that optimal use of the texture units are made. Another consideration to take into account is anisotropic filtering. In order to perform filtering at beyond bilinear levels, the texture will need to be run through the texture unit more than once (until the filtering is finished). If no filtering is required (i.e. if a shader program is simple reading stored data), the vetex fetch units can be used (either with a vertex or a pixel shader program).

In the PC space, we are seeing shifts to more and more complex pixel shaders. Large and larger textures are being used in order to supply data, and some predict that texture processing will eclipse color and z bandwidth in the not so distant future. We will have to see if the console and desktop space continue to diverge in this area.

One of the key aspects of performance for the Xbox 360 will be in how well ATI manages threads on their GPU. With the shift to the unified shader architecture, it is even more imperative to make sure that everything is running at maximum efficiency. We don't have many details on ATI's ability to context switch between vertex and pixel shader programs on hardware, but suffice it to say that ATI cannot afford to have any difficulties in managing threads on any level. As making good use of current pixel shader technology requires swapping out threads on shaders, we expect that this will go fairly well in this department. Thread management is likely one of the most difficult things ATI had to work out to make this hardware feasible.

Those who paid close attention to the amount of eDRAM (10MB) will note that this is not enough memory to store the entire framebuffer for displays larger than standard television with 4xAA enabled. Apparently, ATI will store the front buffer in the UMA area, while the back buffer resides on the eDRAM. In order to manage large displays, the hardware will need to render the back buffer in parts. This indicates that they have implemented some sort of very large grained tiling system (with 2 to 4 tiles). Usually tile based renderes have many more tiles than this, but this is a special case.

Performance of this hardware is a very difficult aspect to assess without testing the system. The potential is there for some nice gains over the current high end desktop part, but it is very difficult to know how easily software engineers will be able to functionally use the hardware before they fully understand it and have programmed for it for a while. Certainly, the learning curve won't be as steep as something like the PlayStation 2 was (DirectX is still the API), but knowing what works and what doesn't will take some time.

ATI's Modeling Engine

The adaptability of their hardware is something ATI is touting as well. Their Modeling Engine is really a name for a usage model ATI provides using their unified shaders. As each shader unit is more general purpose than current vertex and pixel shaders, ATI has built the hardware to easily allow the execution of general floating point math.

ATI's Modeling Engine concept is made practical through their vertex cache implementation. Data for general purpose floating point computations moves into the vertex cache in high volumes for processing. The implication here is that the vertex cache has enough storage space and bandwidth to accommodate all 48 shader units without starvation for an extended period of use. If the vertex cache were to be used solely for vertex data, it could be much less forgiving and still offer the same performance (considering common vertex processing loads in current and near term games). As we stated previously, pixel processing (for now) is going to be more resource intensive than vertex processing. Making it possible to fill up the shader units with data from the vertex cache (as opposed to the output of vertex shaders), and the capability of the hardware to dump shader output to main memory is what makes ATI's Modeling Engine possible.

But just pasting a name on general purpose floating point math execution doesn't make it useful. Programmers will have to take advantage of it, and ATI has offered a few ideas on different applications for which the Modeling Engine is suited. Global illumination is an intriguing suggestion, as is tone mapping. ATI also indicates that higher order surfaces could be operated on before tessellation, giving programmers the ability to more fluidly manipulate complex objects. It has even been suggested that physics processing could be done on this part. Of course, we can expect that Xbox 360 programmers will not implement physics engines on the Modeling Engine, but it could be interesting in future parts from ATI.

The Xbox 360 GPU: ATI's Xenos PlayStation 3’s GPU: The NVIDIA RSX
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  • Darkon - Friday, June 24, 2005 - link

    #49

    WTF are you talking ?

    The Cell does general-purpose processing although not as good as 360 cpu.


    And Anand I suggest you do some more research on cell
  • Alx - Friday, June 24, 2005 - link

    Someone explain to me how Sony will support 1080p please. If developers make the games run at acceptable framerate at that resolution, most people running them at 720p and 480i will be wasting at least half of PS3's rendering power.

    On the other hand if XBOX360 game devs make their games run just fast enough at 720p, that'll give them far more resources to work with than those poor Sony game devs.
  • Shinei - Friday, June 24, 2005 - link

    That's not necessarily true, #48. The Cell processor doesn't do general-purpose processing, so it can't do decoding on its own--and as far as I know, even pressed DVDs have to be decoded by some kind of processor. (Of course, I know next to nothing about video equipment, so I could be wrong...)
  • arturnow - Friday, June 24, 2005 - link

    Another difference between RSX and G70 is hardware video decoder - PureVideo, i'm sure RSX doesn't need that which saves transistors count
  • freebst - Friday, June 24, 2005 - link

    Actually, in response to 31 there is no 1080p 60 frame/sec signal. the only HD signals are 1080 30p, 24p, 60i, 720 60p, 30p, 24p.
  • BenSkywalker - Friday, June 24, 2005 - link

    Why the support for lower resolutions? I'm a bit confused by this- I can't see why anyone who isn't a fanatic loyalist wouldn't want to see the highest resolution possible supported by the consoles. The XBox(current) supports 1080i and despite the extreme rarity in which it is used- it IS used. Supporting 1080p x2 may seem like overkill, but think of the possibilities in terms of turn based RPGs or strategy games(particularly turn based) where 60FPS is very far removed from required.

    The most disappointing thing about the new generation of consoles is MS flipping its customers off in terms of backwards compatability. Even Nintendo came around this gen and MS comes up with some half done emulation that works on some of 'the best selling' games. Also, with their dropping production of the original XB already it appears they still have an enormous amount to learn about the console market(check out sales of the original PS after the launch of the PS2 for an example).
  • Warder45 - Friday, June 24, 2005 - link

    errr #31 not 37
  • Warder45 - Friday, June 24, 2005 - link

    #37 is right on the money. There is a good chance that there will be no HDTV that can accept a 1080p signal by the time the PS3 comes out.

    It seems less like Sony future proofing the PS3 and more like Sony saying we have bigger balls then MS. Not to say MS is exempt from doing the same.
  • IamTHEsnake - Friday, June 24, 2005 - link

    Excellent article Anand and crew.

    Thank you for the very informative read.
  • masher - Friday, June 24, 2005 - link

    > "Collision detection is a big part of what is commonly
    > referred to as “game physics.” ..."

    Sorry, collision detection is computational geometry, not physics.

    > "However it is possible to structure collision detection for
    > execution on the SPEs, but it would require a different
    > approach to the collision detection algorithms... "

    Again, untrue. You walk the tree on the PPE, whereas you do the actual intersection tests on the SPs. The SPs are also ideally suited to calculating the positions of each object (read: real physics) and updating the tree accordingly.

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