I'm bored so .....
The setup limit is 2cy/tri on xbox, I don't remember off the top of my head exactly how many iterators you can use in this case, but I believe it includes shading and possibly one texture.
In completly artificial cases you can always hit the setup limit, because you can just index in cache vertices and do no transform work.
Assuming minimal useful vertex (Perspective correction and transform) work and no cache hits, then you can transform in 3cy/vertex. You can actually do more than this in 3cy because there are unused execution units and a stall in this shader.
So the threoretical maximum is 116.5 million
The vertex transform rate more like 77 million although this totally ignores the post transform cache.
You can actually get pretty close to the first number in a real application if you render rectangular patches with very fine tessalation, although the data has to be perfectly laid out.
The setup limit is 2cy/tri on xbox, I don't remember off the top of my head exactly how many iterators you can use in this case, but I believe it includes shading and possibly one texture.
In completly artificial cases you can always hit the setup limit, because you can just index in cache vertices and do no transform work.
Assuming minimal useful vertex (Perspective correction and transform) work and no cache hits, then you can transform in 3cy/vertex. You can actually do more than this in 3cy because there are unused execution units and a stall in this shader.
So the threoretical maximum is 116.5 million
The vertex transform rate more like 77 million although this totally ignores the post transform cache.
You can actually get pretty close to the first number in a real application if you render rectangular patches with very fine tessalation, although the data has to be perfectly laid out.