Jawed
Legend
Precisely.mckmas8808 said:Not to sound smart or piss you off or anything, but are you saying that the RSX is close to a SM2a GPU, while Xenos is close to a SM4.0? If this is true then I can't see how the PS3 will keep up after the first year (as far as graphics go)?
SM2a is better than SM2 and mostly better than SM2b, by the way. NVidia was very ambitious when it built the Geforce FX (the original SM2a GPU) and put a hell of a lot of features/capabilities into SM2a - hence SM3 doesn't look very different when you take away vertex texturing and dynamic branching. I think there's a fair argument in saying that NVidia got distracted by features and let the performance suffer in FX.
But dynamic branching, particularly, is a big big miss in RSX. NVidia really would need to pull a big one with a G71-derived RSX (which I don't for a second believe, by the way) because G70's dynamic branching is nothing more than glorified static branching.
What RSX lacks in finesse and features, it partly makes up in brute performance.
Cell saves the day, though. It has 100+ GFLOPs of spare computing power over XB360 to come to the rescue. There's no choice about doing particle generation, tessellation and other fancy vertex work on RSX, so Cell will do what CPUs have traditionally done. If you take that "spare power" and compare it with any P4 or A64, you can see it's plenty :smile:
As far as I can tell, most of the changes with DX10 are focussed on geometry. Xenos is only a subset of it (and some of DX10 is PC-specific, anyway). In terms of geometry, then, we're still in the dark as to the value of Xenos's features - much as we are over the efficiency gains that a unified shader architecture provides. After all, v1.0 is often not very good.
So, we gotta wait and see.
Jawed