MrWibble,
nobody is arguing RSX will not do the job for PLAYSTATION 3 or that it will not manage to paint 2-3 pixels on screens per time-slice, but whether in a forward looking architecture such as PLAYSTATION 3 (the XDR<->CELL BroadBand Engine<->FlexIO very high-bandwidth set-up is to me something very exciting to think about) RSX will be holding the console back or not.
Talking about PSTwo, the forward looking elements (VU1, VU0 to a somewhat lesser extent, MMI extensions to the R5900i core, the GS's e-DRAM which guaranteed an awesome fill-rate to the GS which in and of itself was exactly the opposite of forward lookingyet still awesome in its own right... a graphics processor designed to be the absolute best in the evolutionary path that DX6 graphics/32 bits/64 bits era 3D was tracing... in itself the GS is a marvel of engineering in a way, it is like the dream that a engineer wold have had designing a graphics processor in 1995-1996) did help a lot in keepign the platform veyr competitive with more powerful consoles and PC hardware which showed up quite quickly (many of those features feel missing when using more PC oriented designs... with the little time spent with PSP Homebrew I surely did miss the ADC bit for example).
Maybe it will not matter, there are plenty of PSTwo developers that will just shrug their shoulders if someone talks about the R5900i and say it is no biggie over-all, that it could be worked around...
Will RSX be the same thing for PLAYSTATION 3 as the GS is for PSTwo (some other parts are fulfilling their legacy, well maybe with some improovements... ah, I'll let others do the rightful hands-on bitching I do not really have
) ? Will it be the technical marvel engineers were dreaming about in the years 2000-2001 ? If so, has the market evolved in 2006 as it did from the years 1995-1996 to the years 2000-2001 ?
Will Xenos help keep Xbox 360 more competitive as time goes by (as I think the CBBE will do for PLAYSTATION 3) more than what RSX will do for PLAYSTATION 3 ?
Yes, we do not know all the details about RSX yet, so it is early to speak, but I will be frank I do not expect HUGE changes from G70: I am talking about pixel batches' size which I do not see shrinking to Xenos nor to R520's levels to make one clear example.
It is true that peak performance wise every 12 months you see big changes, but sometimes risking on some forward-looking features (such as emphasis on dynamic brnaching latency and fill-rate efficiency [see EDRAM daughter die]) proper of what many call "console oriented" designs might help you to be competitive as programmers familiarize with the tricks and tools of your platform.
Would have PSTwo shown the same graphical progression over the years if it had used a customized/adapted PC GPU based on a design shipped and sold around mid 1999 like a nVidia's GeForce 256++/NV1A without e-DRAM and normal DDR-SDRAM based VRAM ?