True, G71 doesn't look all that great in the game but it should be remembered that its running at something like 1024x600 on the consoles so its a drastically lower resolution that what those benchmarks are taken at. I also don't fully accept that its a solid 60fps on the console versions as there is too much variation when playing the game to allow that (i.e. an 8800 may average 80fps but it will still regularly drop into the 40's).
Sure, but here's my point. Say that we use your metric of RV630+25% in COD4 for Xenos. That would be much higher than the 7900GTX, whereas RSX would be much lower. However, both would be usually 60 fps at 1024x600 on a TV.
Just because you see similarity with cross-platform games doesn't mean they're performing equally. We just don't have the data to make the sweeping assertion of equality that you're suggesting. Maybe if the hackers can keep making progress on RSX, we can.
Thats a good catch, in fact its one of the very few examples I have seen were the 2600XT does come out on top (and amazingly even the 8600GT). Its unlikely to be down to unified shaders though based on R580's performance. Perhaps something to do with branching capability?
RV670 has a 50% perf boost over R580. That doesn't happen with older PC games, nor does G80 nearly triple G71. There really does seem to be some advantage for the unified architecture.
Perhaps. However in light of any onscreen evidence showing either platform to be performing significantly better, and given how on paper they are fairly even GPU wise, there doesn't seem to be much reason to assume Xenos is significantly superior.
Well, like I said, you're rarely going to see onscreen evidence even if one was faster. Hopefully we can get more real evidence with homebrew code. We do have all those comments from devs, though.
There's my problem. On paper, R580 is faster. On screen evidence, i.e. cross platforms games, tend to corroborate this
You keep saying this, but really there is no evidence from cross-platform games suggesting this. From what I can gather, you're using similar framerate on PS3 and 360 implies RSX = Xenos implies R580 is faster. Not only is the first link hard to measure, but it doesn't correlate to the second.
and at the time of launch, even ATI said it was more powerful.
You're probably talking about that remark about the Toy Store demo, right? That's solely a pixel shader demo, and I already agreed on that point.
But thats just it. How many console games come to PC and won't run as good or better on an X1950XTX than the console from which they came? If there were plenty of examples then I could agree with this but i'm not seeing any. COD4 for exmaple, is averaging 41fps at 1920x1200 and 16xAF. Its would be a stretch to say thats not performing as well or better than the console version which runs at well below 720p (assuming identical levels of details are used, HDR format springs to mind).
Note that you're replying to my comment about vertex load. I wasn't trying to say a 360 would beat an X1950XTX in COD4 (though I think it's possible at 1024x600 when looking at resolution scaling on the PC), but that a unified architecture will show advantages on games that are primarily targeted for consoles.
There is the interface between the dies to be considered as well as the lack of compression on the daughter die. Isn't that something like 8:1 on the R580? Thats gotta have a major impact.
The interface doesn't matter because it's never a bottleneck. That's all I was trying to say. Framebuffer BW never limits Xenos. It does limit R580 and RV630 in various situations, though, regardless of compression.
I would have said it performs pretty much in line with its specs. 1/4 the ROPs, 1/2 the texture units, ~1/3 the shaders, ~1/4 the memory bandwidth.... if anything its amazing that it performs as well as it does
If math ability mattered much, RV630 would clobber G84 instead of falling behind. Memory BW doesn't help R600, as we saw with RV630 (EDIT: sorry, meant RV670). So the only reason for RV630 to perform well below 50% (
look here, for example, noting that R600 performs similarly to the 8800GTS) is ROPS. If ROPs are the limiting factor for any portion of the workload, my guess is that Xenos will usually smoke RV630.
But anyway, on paper R600 averages around 1.5-2x more powerful than Xenos (ignoring efficiency improvements).
Is it really that unrealistic to assume that at Xenos would be around 50-66% the real word power of R600?
Okay, this sounds better, though it should be noted that sometimes RV670 is notably faster than R600 (like in those COD4 benchmarks) so it really does seem like R600 has some bugs/oddities. There's no reason to assume Xenos had them too, as the internal arrangement is quite different.
Anyway, I don't really think NV30 was inefficient compared to NV25. It was afterall much faster while also supporting DX9 (however poorley).
Considering NV30 had twice the pipelines and a massively higher clock, it was slower. Even per GB/s it was slower, from what I remember.
But again, how are they different? A game is a game is a game whether you playing it on PS3, Xbox 360 or PC. All may have different ways of getting that game onto your screen but the task and the end goal are identical in each case. Pixel/vertex loads for example are no different in the PC version of COD4 than the PS3/360 versions. Nore is any other aspect of the game as far as I can tell.
COD4 doesn't exactly put the 360 to shame. As I reasoned above, there's a decent chance that the 360 matches a 2005 PC there. What other examples do you have?
As for other differences, you have things like rapid renderstate change on the console. Xenos can quickly switch between 7 different contexts, AFAIK. I don't know if R600 has that or if its driver can even get the related commands from DX10. Some optimizations can be made too, like using Xenos' 64 sample/clock Z-only rate for shadow maps, but I guess you can argue that we don't know how often these are used.
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In any case, software was a big part of my argument as to why 360 should be considered to be faring well with PCs at release. Naturally, console games can have a much bigger budget for art and content. Even though this has always been true, in the past PCs had one claim to fame that even inferior software could take advantage of: resolution.
That's why it's hard for me to say Dreamcast was leagues above the PCs of the time. A Voodoo2 could produce a picture at 800x600 that no console could, even though a Dreamcast could do much better stuff at TV resolutions. In the HD era, though, that loophole is gone. Sure, you still have ultra-high resolutions on the PC, but the advantage of that over HD isn't nearly as important as the leap PCs had over SD for the last decade.