Pozer said:also: I wouldn't hold my breath for any mindblowing, photo-realistic textured games running at 1900x1080 at 60fps on the ps3 with 512mg ram.
Why not, GT4 was 1080i with 32MB RAM this gen.
Pozer said:also: I wouldn't hold my breath for any mindblowing, photo-realistic textured games running at 1900x1080 at 60fps on the ps3 with 512mg ram.
Deepak said:Why not, GT4 was 1080i with 32MB RAM this gen.
ihamoitc2005 said:CPU: CELL has maximum of 9 usable hardware threads (2 PPE, 7 SPE) with 256k "cache"/thread but Xenon has only 4 with 256k cache/thread. Use of additional available hardware threads or blocked cache method on Xenon for streaming compressed data for GPU = even less usable cache for sharing by remaining threads and higher instability and perhaps lower overall performance.
Bandwidth: CPU and GPU bandwidth is higher and XDR has very low latency to reduce cost of cache miss.
Shaders: RSX (maybe) has more pixel shader ALU/second than entire Xenos GPU as well as additional Vertex Shader ALUs. ALU implementation for vertex shader use by Xenos = even fewer ALU for pixel shader use so even larger gap is developed.
Fill-rate: RSX has 16 ROP at 550mhz but Xenos only has 8 ROP at 500mhz so PS3 fill-rate is greater than double so more than double quantiy of generated pixels.
aaronspink said:Incorrect, Xenon has 6 hardware threads.
Those "hardware threads" are a lot weaker than those of the Cell though. Using Intel parlance we are talking Xenon "hyperthreading" vs complete separate processors with their own memory pools. It's a world of difference, even if I trust IBM to have done a somewhat better job than Intel did, judging from Power5.aaronspink said:Incorrect, Xenon has 6 hardware threads.
Latency is dependent on a lot of factors. The combined latency of memory controller, XDR protocol and dram core is only the start, and even that start seems to be obscure (or I've just looked in the wrong places. Been busy.) And there is bus turn around, multi-processing effects et cetera. I'm not making any claims either way, quite the contrary, if you or anyone else has solid data, I'd be most interested.XDR isn't very low latency, the dram core is effectively the same as any other dram core.
To be blunt, nobody not under an NDA knows, and even for them the answer may not be clear cut.Shader power is most likely in Xenos's favor. You are making a lot of assumptions about the RSX which may or may not be true.
aaronspink said:Incorrect, Xenon has 6 hardware threads.
XDR isn't very low latency, the dram core is effectively the same as any other dram core.
Shader power is most likely in Xenos's favor. You are making a lot of assumptions about the RSX which may or may not be true.
The fill-rate of RSX will be severly limited by the memory bandwidth available. At least half the time the ROPs will be idle waiting on memory if RSX indeed has 16 ROPs. Realistically, Nvidia will cut it down to 8 ROPs.
SubD said:Looks like the 360 == Dreamcast continue to hold true.
Welcome to 2000, again.
Bill said:Except for the fact that in this case, X360 is more powerful than the vaporware station 3
weaksauce said:Well people say the dreamcast was more powerful. :smile:
Bill said:And it was
IGN: OK, but the other part of my question was, does Mr. Kojima see some really great possibilities for making future games on the Xbox? I realize that this is a rather difficult transition to make going from the PS2 to the Xbox, but I'm interested in whether Mr. Kojima sees any fantastic possibilities making great games on the Xbox?
Kojima: Ahhh, the Xbox, the graphics are probably a little better, but the systems are pretty much the same, the Xbox and the PS2. They're not that different. If I spent a lot of time creating a game specific for the Xbox, I could come up with something great. But I feel that they are basically the same, you know, memory wise, etc.
ihamoitc2005 said:Do you mean theoretical or benchmarks? If you mean theoretical, you will have to demonstrate your calculations. If you mean benchmarks, you will have to provide links.
Theoretical calculations I have seen in this forum show opposite of what you said. I have not seen benchmarks for Xenos or RSX. In fact, we do not know what RSX is, only guess.
ihamoitc2005 said:You also make following assumption about memory bandwidth.
ihamoitc2005 said:Are there any Xbox360 games with true 720P at 60fps with no upscaling? This is something we need to discover.
TurnDragoZeroV2G said:Would those theoretical specs account for texturing as well? And we have plenty that says what RSX is. E3. Interviews. Etc. Just because everything isn't known doesn't mean nothing is known.
16 pixel writes a clock would require a significant amount of bandwidth. Xenos needs 256GB/s (uncompressed) to support its fillrate w/ 4xAA. You're asking RSX to handle more with less than a fifth of that bandwidth (which would require using XDR Ram and such too, which probably isn't realistic at all for the framebuffer) or less than a tenth, if using only GDDR3. Compression will make up for alot, but it can't take care of everything. And of course, there has to be bandwidth in each pool used for textures, geometry, etc. otherwise megabytes of memory go to waste.
The half the time comment may be overexaggerated or not, but the more important part is that it will be bandwidth limited. Which is entirely true.
Which isn't related to RSX's fillrate being bottlenecked or not, since 360's limit is not its bandwidth, which you should know considering you're on B3D, with the Xenos article and these forums.
Meanwhile, being able to support or not support the theoretical max fillrate doesn't necessarily mean being able to support 1080p at 30fps or not.
ihamoitc2005 said:If you read my post with care you will find I said 4 threads with same cache per thread as CELL of 256k/thread. Question is not theoretical total threads but practical threads. More hardware thread use of Xenon will result in less than 256k cache per hardware thread average. You must consider what is purpose of cache and why it is important to have enough. It is not wise to have to have cache-miss when frame-rate is important, no?
Can Xenon do 6 fully independent hardware threads or must resources in each core be shared by two threads of each core? No. It is 3 primary threads and 3 secondary threads.
Maybe you forgot difference in clock-speed. There is reason XDR is clocked at 3.2Ghz, same as CPU of PS3.
Do you mean theoretical or benchmarks? If you mean theoretical, you will have to demonstrate your calculations. If you mean benchmarks, you will have to provide links.
Theoretical calculations I have seen in this forum show opposite of what you said. I have not seen benchmarks for Xenos or RSX. In fact, we do not know what RSX is, only guess.Xenos has 48 VEC4+1 ALUs for 240 GFLOPS of computational power.
G70 has 2 * VEC4 + 2 ALUS for each of its 24 pipes for a total of 264 GFLOPS, but texturing blocks out one of the VEC4 ALUs which results in 158.4 GFLOPS when texturing is required. In addition, the batch sizes for banches on G70 are huge resulting in significant performance loss when branching.
Overall, Xenos will have a definite edge in shading.
Maybe maybe not. If you have evidence of this I would like to see. Developer on this forum has said 1080P at 30fps is possible for Heavenly Sword. Are there any Xbox360 games with true 720P at 60fps with no upscaling? This is something we need to discover. I can only say that "you are making alot of assumptions about RSX which may or may not be true."
This has nothing to do with fill rate or bandwidth. And no, although I like and would like to believe Deano, I don't believe that the final game with all effects will be able to do 1080P @ 30FPS. And yes, there are games that do 720P @ 60 FPS with no upscaling.
Regardless, the number of ROPs won't be the issue of them making it or not. 8 ROPs with the available memory bandwidth, won't be an issue.
Aaron Spink
speaking for myself inc.
aaronspink said:I have a pretty good idea of what cache is. Likely better than anyone else on this site. I stand by my statement, Xenon has 6 hardware contexts and Cell has 9. If anything were to be derated, it would have to the the SPE's since they don't have direct memory access and must "waste" significant portions of their local store to bring in and send out data.
This is once again incorrect. Xenon contains 3 cores each of which has 2 hardware contexts. You can't say one hardware context is primary and another is secondary, they are both co-equal.
Hmm, maybe something to due with it being a very narrow interface that is targetted at pin efficiency? They clock the XDR at the highest data rates possible in order to reduce the number of pins required to the minimum possible. this has nothing to do with the actual latency of the memory. XDR has all the same latency issue as EDO DRAM, SDRAM , RDRAM, DDR, DDR2, and DDR3, which is it is still using a cost optimized DRAM core. This mean the same CAS latencies, the same RAS latencies, the same ACT latencies
Xenos has 48 VEC4+1 ALUs for 240 GFLOPS of computational power.
G70 has 2 * VEC4 + 2 ALUS for each of its 24 pipes for a total of 264 GFLOPS, but texturing blocks out one of the VEC4 ALUs which results in 158.4 GFLOPS when texturing is required. In addition, the batch sizes for banches on G70 are huge resulting in significant performance loss when branching.
Overall, Xenos will have a definite edge in shading.
This has nothing to do with fill rate or bandwidth. And no, although I like and would like to believe Deano, I don't believe that the final game with all effects will be able to do 1080P @ 30FPS. And yes, there are games that do 720P @ 60 FPS with no upscaling.
Regardless, the number of ROPs won't be the issue of them making it or not. 8 ROPs with the available memory bandwidth, won't be an issue.
ihamoitc2005 said:His comment was regarding shader power, not texturing or effect & frequency of texture interference with shader power no? So that is why I referred to all those calculations on this forum.
ihamoitc2005 said:If actual developer says 1080P at 30fps is possible on PS3 in a real game with textures and geometry, then we know bandwidth is enough no? Developer even said he thinks 60fps may be possible. It is not clear if 30fps is CPU limitation or GPU limitation.
So maybe compression is very effective because 30fps is accomplished and perhaps even possibility for 60fps. Also, do not forget real-time PS3 demo of MGS4 Lair also showing probably not fully optimized RSX output capability for real-time graphics.
Therefore with evidence from developers that bandwidth is sufficient for atleast 1080P at 30fps for game of exceptional Heavenly Sword fidelity, I am sorry my friend I cannot agree that it is true that bandwidth is serious limitation.
Real world performance is always better evidence than calculations since calculations for RSX are based on guesses.
ihamoitc2005 said:Xbox360 is reference platform for any discussion of PS3 capability so real-world Xbox360 output capability is what is important regardless of cause. If PS3 can be equal or better output of Xbox360 we know it is enough, if PS3 has worse output then we know it is not enough and must look for cause.
ihamoitc2005 said:Fill-rate potential and pixel output performance is not neccessarily connected, but not all pixels are the same no? This is why original Xbox can output 720P with 6.4GB/s bandwidth.
the original interview said:1UP: It's interesting that you think you could do this on 360, though.
HK: Maybe some nuance or a small details here and there might be different, but I feel that hardware is no longer a matter. I'm just talking about PS3, 360 and PC. Revolution is totally different, but there are really no differences among the other three.