Ostepop said:
Because Xenos has a dedicated bus for pixel bandwidth.
The two busses on PS3 are the main Cell/XDR at 25.6GB/s (which FlexIO can access at a lower rate) and the 22.4GB/s for RSX/GDDR3 - here you can achieve a number of combinations, for example: Cell/XDR - system, RSX/GDDR3 - texture / pixel; Cell/XDR - system / texture, RSX/GDDR3 - texture / pixel; etc. With Xenon we have a 22.4GB/s UMA for system and graphics, and another 32GB/s(or 256GB/s) purely for pixel.
scificube said:
If pixel fill is not the limit then what does that matter?
Over the balance of operations for a modern graphics process pixel fillrate is the largest consumer of bandwidth - at least according to any of the engineers and independants I've spoken to. Pixel consumption is the primary user and texture the secondary for local bandwidths; which of course is why Xenos is designed in the fashion it is and why multiple consoles beforehand have also utilised some kind of eDRAM or fast on-chip pixel processing (i.e. PowerVR tiling).
If you're referencing the eDram I would think that has to do with accessing buffers...not texture access unless what you're saying is since buffer access is not something done in system memory Xenos has more free from the 22.4Gb/s available from system memory than RSX has from VRAM (22.4GB/s)+ XDR (measured 26.1GB/s theoretical 35GB/s) - framebuffer usage - Cell comsumption + whatever texture caches alleviate for texturing.
You'll note that I said
local. And, yes, where that pixel data goes to the eDRAM on Xenos thats an alleviation of bandwidth on the UMA for other operations such as texturing (relative to not having the eDRAM).
As a note: You've got 26.1GB/s of measured FlexIO bandwidth, which I assume is a sum of the read and write bandwidths
here; however I would have thought that this wouldn't be concurrent bandwidth, but individually measured in either direction and the concurrent bandwidth would be less than this (not least because this figure actually exceeds the maximum XDR memory bandwidth that it is ultimately reading and writing from according to those tests).
Lastly, it seems to me that pixel shaders often sample textures during intermediate work much more often then they output pixels in the end of course barring blending effects which are fillrate consumers...but then...why do you have to do both at the same time anyway?
Although G7x has skewed it slightly, if you look at the configurations or graphics processors overtime its the otherway around - the ratio of texture processors has
decreased in relation to the number of ROPs. Not only that, but ROP's have generally increased in sample rate per ROP whereas textures have more or less stayed the same. MSAA is also a consideration here.