Adding a multi-vector processor to X2 a good idea?

Discussion in 'Console Technology' started by bbot, Mar 12, 2005.

  1. jvd

    jvd
    Banned

    Joined:
    Feb 13, 2002
    Messages:
    12,724
    Likes Received:
    9
    Location:
    new jersey
    babages were bought before funcoland . Also funcoland had a big name and was huge for trade ins so they kept it , babages had been dieing for along time .

    When they took over they sent me to the one of the funcolands in the area to fix the place up and turn it around ... it was a mess and poorly managed . After that i was a little less than a year and they moved them over to gamestop .

    Its a bit wierd . It used to be that the stripmall stores since they were normaly bigger and had lower sell through on new products carried nintendo games. But we no longer take anything older than playstation and nintendo 64 games . about a year or so into the ps3 we will stop taking n64 and psone games . The reason is inventory . No one buys regular nes or gensis or superness games and at one point our store alone had 38 supermaio / duck hunt carts ... even at 15cents ... yes 15cents they wouldn't sell and they took up room we sorely needed .
     
  2. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242

    I am fairly certain that Microsoft expects the entire Xenon to provide over "teraflop" of computing performance when all the processing performance of the CPUs and GPU are added together. even though they probably have not locked down the final clockspeeds, they know the minimum they will get, and therefore, what they can claim performance wise.

    the GPU will have the lionshare of this floating point performance. its shader units will all be floating point even IF they are not unified shaders (current pixel shaders are fp based) but anyway the GPU shaders are expected to be unified, so they ALL could be used to crunch geometry / lighting / vertex shading data. this has to be how they can claim more than a "teraflop".

    The original Xbox GPU alone was first rated at 120 to 140 GFLOPs and then downgraded to 80 GFLOPs. the CPU is rated at about 3 GFLOPs (regardless of what they can actually do, and actually sustain in realworld)


    Xbox's polygon spec was and is as follows (AFAIK and IIRC)

    original 300 MHz GPU:
    300 million micro polygons per second
    150 million transformed or T&L'd polygons/s
    over 100 million textured polygons/s with all effects on, sustained

    first downgrade to 250 MHz
    125 million transformed or T&L'd polygons/s
    100 million textured polygons/s with all effects on, sustained

    second downgrade to 233 MHz
    116 million transformed or T&L'd polygons/s
    100 million textured polygons/s with all effects on, sustained



    AFAIK Microsoft never gave their "micro polygon" performance figures when XBox GPU was downgraded to 250 MHz and then again to 233MHz.

    at 250 MHz, the micro polygon count should've been listed at 250 million micro polygons/s and at 233 MHz, it should've been 233 million/s.

    because of that, people thought the polygon downgrade was alot larger than it was: they thought 'oh that sucks, look, Xbox downgraded from 300 million polygons/s to 125 million (or 116 million). when in fact they were comparing the micro polygon count before downgrade (thus the HIGHEST figure) to the transformed / T&L'd polygon count after the downgrades (the smaller figures) it was Microsoft's fault for never clearing up that bit of confusion. I suppose they should have, it could've been to their (slight) benefit.

    the actual drop was from 150 down to 116 million.
    (or 300 million micro polys down to 233 million)

    notice that the "sustained polygons/s with all effects on" figure basicly never changed with the downgrades. that was kinda curious.

    obviously ALL of these figures are stretched, best-case polygon performance figures, if everything is superefficient and perfect, no bottlenecks, perfect programming, theoretical etc. Xbox games only push a fraction of Microsoft's smallest figure (100 million sustained), I don't know of any Xbox game that reaches even 30 million polygons/sec, the highest ones are all probably 15-25 million or less.
     
  3. akira888

    Regular

    Joined:
    Jul 15, 2003
    Messages:
    652
    Likes Received:
    11
    Location:
    Houston
    Not only do those vertex throughput figures assume near perfect synchronization of GPU-CPU but they also imply that you're willing to forgo such excessive luxuries like "texturing" and "light." :)
     
  4. Inane_Dork

    Inane_Dork Rebmem Roines
    Veteran

    Joined:
    Sep 14, 2004
    Messages:
    1,987
    Likes Received:
    46
    I can't believe (or don't want to believe, actually) people are still comparing theoretical Xbox specs to anything. Hasn't that boat sailed years ago?
     
  5. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,107
    Likes Received:
    16,899
    Location:
    Under my bridge
    So, is this the mark of a new era of peak, complete, component specs? Will graiphcs cards be rated their perfect world performance ignoring system limitations?

    Can anyone come up with a suitable performance measure?
     
  6. randycat99

    Veteran

    Joined:
    Jul 24, 2002
    Messages:
    1,772
    Likes Received:
    12
    Location:
    turn around...
    Yah, I don't think they just started to doing this...

    However, it is certainly the era where they will surely shout the loudest, with the most over-optimistic numbers ever, in a bid to beat the ultimate level boss that which is Sony. :p
     
  7. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242

    sure,

    PS2 - ok graphics.
    PS3 - awesome graphics

    Xbox - good graphics
    Xenon - wonderful graphics

    :wink:
     
  8. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,107
    Likes Received:
    16,899
    Location:
    Under my bridge
  9. Apoc

    Regular

    Joined:
    Sep 17, 2003
    Messages:
    308
    Likes Received:
    2
    Consolemark'06? */me ducks and run*
     
  10. j^aws

    Veteran

    Joined:
    Jun 1, 2004
    Messages:
    1,992
    Likes Received:
    137
    Bitch-slaps-per-second (TM)
     
  11. one

    one Unruly Member
    Veteran

    Joined:
    Jul 26, 2004
    Messages:
    4,838
    Likes Received:
    167
    Location:
    Minato-ku, Tokyo
    Looking forward to seeing new realtime demos for next-gen consoles.

    Several movies from Japanese news programs about the March 2, 1999 PS2 realtime demos including Ridge Racer Girl, FF8 Ballroom and Duck in Sink...
    http://ps2movies.ign.com/media/news/video/ps2demos/psx2_1.mpg
    http://ps2movies.ign.com/media/news/video/ps2demos/psx2_2.mpg
    http://ps2movies.ign.com/media/news/video/ps2demos/psx2_3.mpg
    http://ps2movies.ign.com/media/news/video/ps2demos/psx2_4.mpg
    http://ps2movies.ign.com/media/news/video/ps2demos/psx2_5.mpg
    http://ps2movies.ign.com/media/news/video/ps2demos/psx2_6.mpg
     
  12. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,157
    Likes Received:
    10,310
    Hey, to this day no one beat me at that!! No way a machine can do better than me, it's MY territory.
     
  13. Phil

    Phil wipEout bastard
    Veteran

    Joined:
    Nov 19, 2002
    Messages:
    4,786
    Likes Received:
    377
    Location:
    127.0.0.1
    This talk about PS2's 66 / 75 million pps numbers is all really rendundant when you go back and see that the original press release that went out did NOT limit itself to those peak numbers, but had a range of them showing the performance under different circumstances:

    Graphics Synthesizer PR:
    http://arstechnica.com/cpu/1q99/playstation2-gfx.html

    Design revealing of the PlayStation 2 (Overall specs):
    http://arstechnica.com/cpu/1q99/playstation2-pr.html

    These weren't just random numbers thrown out into the public. Magazines citing those numbers as fact that future games would be pushing those figures is certainly not Sony's fault - in fact, something that is bound to happen with any sort of PR that has numbers in them (that they are pulled out of context by people that have no clue).

    And besides, what good discussion / speculation would we be having going on around here if all console makers would be as secretive as Nintendo is when it went about publicising its console's SPECIFICATION? :wink:
     
  14. randycat99

    Veteran

    Joined:
    Jul 24, 2002
    Messages:
    1,772
    Likes Received:
    12
    Location:
    turn around...
    ...how neon the colors are in the games... :p
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...