- Jun 7, 2005
- 10
- 0
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http://www.beyond3d.com/articles/xenos/
11 Pages of all Technical Details of what the Author is calling revolutionary 3D design
Conclusion
Overall it looks as though Xenos represents some highly interesting design choices on many fronts and clearly seems as though ATI have attempted to come up with a very different architecture to at the very least target the needs of the XBOX 360 console platform. It will be very interesting to see the performance and quality of graphics it is able to produce once developers have had decent access to development kits based on the final hardware, however we suspect that it won't be until the second generation of XBOX 360 titles before we see developers being able to seriously scratch the surface of understanding the processing capabilities of Xenos and the XBOX 360 as a whole. That being said, though, much of the architecture is transparent to the developer and they shouldn't need to concern themselves much with the types of workloads they are handing to the graphics processor as this will all be handled automatically, and without stalling any part of the pipeline.
Apart from the interesting use of eDRAM in this design, which is clearly targeted towards the console environment (although from its operation even this could potentially be moved into other the PC space if the driver forced a Z only pass, however this may be a little risky) the design of the ALU arrays, texture processing and threaded nature of the system is clearly a large departure from any of the shader architecture we've seen so far. Despite having a raw ALU quantity that exceeds any platform currently available, clearly the primary key to the design of the processing is that of "efficiency" when processing shader programs, by organising the workloads in a threaded manner in order to try and constantly keep the available processing elements active, not stalling by interleaving latency bound dependant operations and having a unified platform that is agnostic to whether it is processing Vertex or Pixel Shaders and never having one type of operation stalling the other. The primary question here is exactly how "inefficient" are current architectures in relation to this one, which is a difficult question to answer because no hardware vendor is going to tell you their graphics processors are inefficient. All we can say at the moment is that clearly Xenos's shader processing architecture is fundamentally and significantly different from current platforms and clearly ATI did perceive an issue with current methodologies otherwise they wouldn't have gone to these lengths to change the pipeline.
In the future, with WGF2.0's unified shader language, it would be hard not to see this type of threaded shader architecture not make its way across to ATI's PC products.
11 Pages of all Technical Details of what the Author is calling revolutionary 3D design
Conclusion
Overall it looks as though Xenos represents some highly interesting design choices on many fronts and clearly seems as though ATI have attempted to come up with a very different architecture to at the very least target the needs of the XBOX 360 console platform. It will be very interesting to see the performance and quality of graphics it is able to produce once developers have had decent access to development kits based on the final hardware, however we suspect that it won't be until the second generation of XBOX 360 titles before we see developers being able to seriously scratch the surface of understanding the processing capabilities of Xenos and the XBOX 360 as a whole. That being said, though, much of the architecture is transparent to the developer and they shouldn't need to concern themselves much with the types of workloads they are handing to the graphics processor as this will all be handled automatically, and without stalling any part of the pipeline.
Apart from the interesting use of eDRAM in this design, which is clearly targeted towards the console environment (although from its operation even this could potentially be moved into other the PC space if the driver forced a Z only pass, however this may be a little risky) the design of the ALU arrays, texture processing and threaded nature of the system is clearly a large departure from any of the shader architecture we've seen so far. Despite having a raw ALU quantity that exceeds any platform currently available, clearly the primary key to the design of the processing is that of "efficiency" when processing shader programs, by organising the workloads in a threaded manner in order to try and constantly keep the available processing elements active, not stalling by interleaving latency bound dependant operations and having a unified platform that is agnostic to whether it is processing Vertex or Pixel Shaders and never having one type of operation stalling the other. The primary question here is exactly how "inefficient" are current architectures in relation to this one, which is a difficult question to answer because no hardware vendor is going to tell you their graphics processors are inefficient. All we can say at the moment is that clearly Xenos's shader processing architecture is fundamentally and significantly different from current platforms and clearly ATI did perceive an issue with current methodologies otherwise they wouldn't have gone to these lengths to change the pipeline.
In the future, with WGF2.0's unified shader language, it would be hard not to see this type of threaded shader architecture not make its way across to ATI's PC products.