Griffith said:
your point A is a very ineducated one
first, 360 IS UMA
Dude, you can point to google all you like, but it still doesn't mean anything because google isn't an authorative source on this subject. Just because some site claims the 360 is an unified memory system doesn't make it so, and it isn't.
second, unified memory means that you can address directly and store cpu, graphical, audio data, NOT that the system has only 1 type - 1 kind - 1 pool of memory
Actually, the second is what unified memory REALLY MEANS. That's what separates it from systems with separate memory pools, THAT'S THE WHOLE
POINT. Check out the
SGI O2 series of workstations for example.
If your sense of logic still isn't functioning, just think of what the word "unified" really means...
cache, registry, hard disk, gddr, edram, memory cards, flash memory are ALL 'memory'
Cache isn't considered memory because it isn't addressable, and harddrives definitely don't fit the standard definition of memory.
another ineducated claim is the "aggregate bandwidth" thing
If I was a mean person, I'd ask you to learn to spell before trying to show how 'ineducated' I am.
storing and using system memory via cell-flexio is inefficient compared to a direct acces as the local 256 MB GDDR3 is
Perhaps; you however don't seem to be in a position to measure exactly how inefficient (or not) it is, you strike me as an essentially clueless layperson who babble and use big words in a way they're not meant to be used because you don't really know better, but use them still in order to look more important. Remember, on this board you will be talking to people who actually develop on these systems, so I recommend you step lightly...
Even if we assume accessing GDDR3 across flexio is going to be inefficient, it's still going to give greater system bandwidth compared to a unified memory system with just one pool of RAM, which is exactly my original claim. One that you was unsuccessful in proving wrong I might add.
add to this lower efficiency the well Known big latencies problem of RAMBUS and explain me the meaning what kind of performance advantage can you get
Rambus is the name of the company. If you're referring to specific rambus-developed technologies then please say so, and state which one(s) you're talking about, preferably clearly. A broad-sweeping, nonsensical sentence like the one above just makes you look ignorant. RDRAM, as implemented in the N64 for example was extremely high-latency, but that's ancient, obsolete crap by now. DRDRAM as implemented in RIMM form in PCs had some latency issues due to the very long signal path of the memory interface (and technical limitations in the DRDRAM interface) for example. DRDRAM as implemented in PS2 on the other hand does not seem to be a significant performance bottleneck from what devs here have stated, and on a theoretical level ought to give very good latencies actually as signal paths are very short.
XDR memory and FlexIO as used in PS3 have no currently known latency issues, so where your lofty claim of 'well known problems' come from I've no idea. Supply some links as evidence if you want to be taken seriously please. You could be right of course, but if so it's going to be because of sheer coincidence. This stuff is so new and hasn't been widely used yet, saying there are well known latency problems with XDR and FlexIO is purest nonsense. If there's any commercial products out at all (apart from cell) using these technologies it's almost certainly going to be in things like high-performance switches and routers and such equipment, of which very few people know to any deeper levels.
and again, the frame buffer MUST to be in one memory, you can't, can't use the flexio to speedup none of the FB operations, I talk of bandwidth killer ops as like HDR, AA, Z, and filling FB
You've no idea if it's possible or not. If you did, you'd been required to sign an NDA and couldn't talk about it here anyway.
no, those ops will cut in two the bandwidth of GDDR3 local mem
Nonsense. Available bandwidth will of course be the same regardless. Perhaps you really meant to say that bandwidth consumption would increase by a factor of two.
I remember that the bus is still a 128 bit one, this add a problem to the problems
As opposed to in the 360, where the main memory interface is HOW wide again...?
I fail to see how the width of the GPU memory can be a 'problem'. Perhaps you can explain this more clearly, since I seem to be so 'ineducated'...