IIRC, RSX's internal caches were increased from G70. I think that was mentioned on the forums before. I can't remember where though...
Its here :
Originally Posted by Barbarian
By now, all that you need to know about RSX is already in the public domain. The clock, the bus, the number of pixel and vertex pipelines, etc. Accept that it is what it is.
The texture caches that you talk about, indeed they were increased, only to cope with the higher latency when pulling data from XDR memory. And just so you don't get any ideas, the texture buffers were increase from 48k to 96k. Nothing ground breaking.
Also the shaders got a couple of extra instructions - a fast vector normalize and some extra texture lookup logic. Nothing fancy again.
So don't look for any miracles here. If you want to feel better, understand this - noone has ever used the 'lowly' 7800GT's to it's full potential yet. That's the beauty of fixed hardware, you know all that the hardware is capable of and you don't have to worry about compatibility with 5 year old crapy cards. So that's where the true power of RSX lies - in developer's talent to extract incredible effects from a very capable and robust piece of silicon.
And here:
http://forums.e-mpire.com/showpost.php?p=1250089&postcount=200
THE MOSTLY COMPLETE AND PROBABLE FINAL RSX SPECS
RSX
Core Frequency - 500MHz
Memory Frequency - 650MHZ
Bus Size: 128BIT
Pixel Shaders - 24
Vertex Shaders - 8
ROPS - 8
Total Texture Cache Per Quad of Pixel Pipes (L1 & L2) - 96KB
Post Transform & Lighting Cache - 63 Max Vertices
*A few extra shader instructions - Extra Texture Lookup Logic & Fast Vector Normalize
*FLEX IO interface to CPU (Much Faster)
7800GTX
Core Frequency - 430
Bus Size: 256BIT
Memory Frequency - 600MHZ
Pixel Shaders - 24
Vertex Shaders - 8
ROPS - 16
Total Texture Cache Per Quad of Pixel Pipes (L1 & L2) - 48KB
Post Transform & Lighting Cache - 45 Max Vertices
PCI BUS interface to CPU (Much Slower)
NOTES: About the RSX.
Total Texture Cache Per Quad of Pixel Pipes - (L1 and L2) 96KB total Texture Cache - Previously 48K
(L1 only available to Pixel Shaders)
Post Transform and Lighting Vertex Cache - 63 Max Vertices - Previously 45 Vertices
(Cache located after Vertex Shader and before the triangle setup and before the Rasterizer.)
Vertex shader --> Post Transform and Lighting Vertex Cache 63MAX ---> Triangle Setup
Texture Lookup Logic to help RSX transport data from XDR.
About DMC4...in videos(gamersyde.com,gametrailers.com etc) i dont see any diferencies.