![]() ![]() In the Windows version of the Parsec app, you can choose to have your virtual controller emulated as an Xbox controller or as a DS4 controller. If your friends or guests prefer to use a gamepad, it should work out of the box, but some additional customization may be necessary depending on the gamepad type and/or player preference. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.The Parsec app enables gamepad input to be passed from client to host using our virtual USB driver. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders-F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. ![]() This in turn lets the RSX get on with what it does best-drawing stuff on screen. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. For example, the SPUs are powerful enough to decompress and check every triangle before passing it on to the RSX. The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. How is F1 CE using the RSX graphics processor? Do the Cell and RSX work together on any part of the graphics pipeline, and if so, which one? ![]()
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