zidane1strife
Banned
The RSX only has to deal with 720p, which b/w to #pixels ratio wise put it in a comparable situation to the top pc gpus which are expected to deal 1600x1200(put it in much better light if you take the cell/xdr ram, and any likely ram and b/w upgrades.). On top of that given how clean looking some of the 360 games, that do not use AA, look, minimal or no AA might be viable, along with alternate-b/w-saving-HDR technics like nao's. IMHO, high lvls Aniso Filtering should be easily implementable under those circumstances. Thus while still being something that has to be watched, I don't think it'll cripple performance.Mintmaster said:It seems we're getting a bit OT here, but I'll continue nonetheless
When I made my comment I was talking about c0_re's coment about POWER. Just because you have more "power" doesn't mean your games will be better. I think PS3 developers will likely be more competent, on average, than XB360 devs, so it still may have better graphics overall, even though IMO RSX has less power.
Regarding my comments about Xenos:In graphics, framebuffer/Z bandwidth is far and away the biggest consumer of bandwidth, especially when you move to HDR and optimize textures for consoles. If RSX is churning out a puny 2GPix/s without alpha blending, it'll use over half its bandwidth once you include Z traffic. Throw in AA, HDR, and/or alpha blending and the situation's even worse. So this affects texture bandwidth as well.
BTW, if anyone doubts the bandwidth issue, check out the B3D 7600GT review. 22.4GB/s all consumed in an ideal simple fillrate test with colour and Z @ 2.9GPix/s. It has a core clocked 31% faster than the 6800GS, 2.6 times the MADD rate, and numerous other improvements. Unfortunately, it only checks in around 15% faster in most games because it has 30% less bandwidth. RSX will pretty much be a 7600GT times two, but with exactly the same bandwidth.
Let me reiterate: If RSX was halved, it would still be significantly hampered by lack of bandwidth!