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oil_on_glass

Need next gen architecture info for artists?

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Hey all. Although getting into the nitty gritty details of hardware performance is generally in the realm of engineers and tech artists, can anyone point towards info in regards to next gen hardware that may aid an artist in creating artwork that is "xbox360/ps3 friendly" ? To better clarify, on PS2 for example, texture size plays an important role for framerate and having smaller textures (8k in size or less) allows Ps2 to have less "cache misses" and increases performance(since cache size is 8k, less fetches per texture etc). For PS2, when an artist better understands the limitations of DMA1, DMA2 etc, he can better gear his artwork for the platform and alleviate bottlenecks in vertices or texture bandwidth. Keeping most of your textures within a cache size thus improves performance and can be planned out in advance by an artist. Fast forward to these next gen consoles such as xbox 360: 1.How do CPU, GPU, and Memory relate? (I assume DMA1, DMA2 are a thing of the past). Do CPU and GPU both "fight" each other for main memory? is texture memory/ vertex memory seperate from main memory on next gen consoles and if so, is it more efficient to have all textures fit on texture memory to avoid "swapping" to main memory?? Where are the bottlenecks in terms of vertices and texture bandwidth? 2.What is the "cache" size for these systems? (if this is even relevant anymore) Is there an ideal texture size? Are 512x512 textures faster in general than 1k and 2k textures? is it cheaper to have 4 51x512 textures than 1 1kx1k texture? 3. In relation to above question, instancing of geometry is still a good route to go for art creation. Should instanced geometry pieces fit within a "cache" size for better performance? What would an ideal data size for instaned objects be? If the instanced object is too small, the data "overhead" makes it too inefficient to draw it from past experience. instancing a 10 polygon object would not be worth it then. Is this question still relevant? 4. pixel shaders are a new thing for the most part. do shaders tax the gpu or cpu (or both)? 5. frame buffer and frame buffer effects. does it require more "fill rate" for higher resolution frambuffers? Does progressive scan take twice as much fill rate as interlaced? Basically, I am looking for info as to how these next gen systems "work" and getting answers to these questions can really aid the artist in creating some kick *ss content with fewer headaches. granted, these are new systems so there may not be too many answers yet. thanks

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