3 ms·
A lot of later PS3 games started pulling GPU shading tasks onto the SPUs instead, because the shader pipeline was comparatively slow and SPUs were so well suite
by bri3d 7y ago
A lot of later PS3 games started pulling GPU shading tasks onto the SPUs instead, because the shader pipeline was comparatively slow and SPUs were so well suited to the task. Here's a great presentation about occlusion on the SPE, part of a series of wonderful presentations about SPE use in Killzone 3: https://www.slideshare.net/guerrillagames/practical-occlusion-culling-on-ps3 https://www.slideshare.net/guerrillagames/practical-occlusio...
And another about shaders on the SPE as part of a deferred rendering pipeline: http://www.dice.se/wp-content/uploads/2014/12/Christina_Coffin_Programming_SPU_Based_Deferred.pdf http://www.dice.se/wp-content/uploads/2014/12/Christina_Coff...
The RSX was still generally used for texturing and rasterization.