I'm asking, because if this thing can render magnitudes bigger/more detailed worlds than a PC and it's basically copy protected because it's "in hardware" this should be the wet dream of the industry.
I'm asking, because if this thing can render magnitudes bigger/more detailed worlds than a PC and it's basically copy protected because it's "in hardware" this should be the wet dream of the industry.
and you will get in trouble with the amount of code(needed gates) for porting nowerdays doom
You can usually move data on and off chip very quickly also, since high end modern FPGAs have many hundreds of pins. Generally these get connected in to hard-logic like fiber networking or PCIe.
An FPGA soft core is never going to beat an ASIC if both were designed well. But they can beat general purpose ASICs (e.g. GPUs) for certain classes of problems, mostly those where you can exploit the massive memory bandwidth of the FPGA.
I think that for rendering computer graphics, you really just want a big fat pile of FPUs. FPGAs will usually have a number of hard logic DSP blocks on-die, but nowhere near as many as a GPU. If rendering 3D graphics is the problem you want to solve, you probably really want a GPU.
That, combined with the cost of the hardware in comparison to a digital copy makes me think this is unlikely to be particularly useful to the games industry. It's incredibly impressive though!
I love GPUs, I spent many year working with them (still do!) and these are beautiful pieces of hardware and engineering (as modern CPUs are). They have evolved beyond our craziest dreams since the NVidia register combiners (https://www.khronos.org/registry/OpenGL/extensions/NV/NV_reg...). The performance we get nowadays is absolutely mind-boggling (I often think we don't fully realize how powerful they actually are).
Can we dream of some sort of mixed platform, where we could 'burn-in' very specific functions into FPGA type hardware that would seamlessly interact with our modern GPUs/CPUs? Is it already happening?
One must obviously only count the actually used gates, for example if floating point units in a processor are not used, and account for idle time if a frame is completed faster than the frame time. Also counting gates might be somewhat tricky, for example in a FPGA where multiplexers and memory are used to build look-up tables to then implement gates, so one could either count the actual gates in the FPGA because those are the gates that are actually used but one could also want to count the gates in the design as if the design was implemented in an ASIC. On the other hand the difference is probably just a small constant factor and it might not really matter that much.
In the end power consumption should capture this pretty well as it scales with the number of actually switching transistors and clock frequency. One would still have to account for the differences in technology and especially supply voltage which goes quadratically into the power consumption.
And the xbone not getting hacked in it's lifetime proved that they can have their cake and eat it too.