Reflections are easy to compute if it *isn't* important what is actually
reflected. This is the reason why cube-mapping works for reflection
in most 3d scenes. However, if it is important what is reflected, then ...
you need a lot of computing resources at the end of the day, or you have
to leave something out.
Well, how good is a PS3 on raytracing? IBMs interactive Ray Tracer (iRT)
shows off what a PS3 is capable to do when it comes to raytracing.
Have a look at
http://www.alphaworks.ibm.com/tech/irt and draw you conclusion thereof.
A quick overview of the iRT is given in
http://gametomorrow.com/blog/index.php/2007/08/01/off-to-siggraph/.
And don't miss the the video (a realtime raytraced Enzo Ferrari);
http://www.gametomorrow.com/minor/barry/iRT_shaders_560p.mov.
You can download the iRT to your PS3-Linux station from
http://www.alphaworks.ibm.com/tech/irt/download and have some nice
realtime renderings of an Enzo Ferrari (of around 330k triangles) computed
with 6 SPEs. I've done it myself, it runs quite flawlessly.
The iRT on Cell (PS3, BladeCenter QS2X) even beats out the best known
realtime raytracer on a G80 graphics acceleration board due to the Cell
Broadband Engine Architecture (CBEA) and its flexibility in programming.
This is demonstrated here;
http://gametomorrow.com/blog/index.php/2007/09/05/cell-vs-g80/.
The idea behind the iRT is to show off how well the CBEA scales with such
kinds of workloads.
Considering raytracing for GT5(P)....
HW: Given the data/information from all the facts listed above (links), and
from the knowledge of how a raytracer's computational time increases with
scene complexity, can you give an estimate on how many SPEs are required
to render at least 16 (~ 200K tri.) cars within the quality range showing off of
the Enzo Ferrari rendered on a PS3 (using 6 SPEs) via iRT?