Good stuff, still digesting it. Interesting that in slide 13 it looks like they are doing a gbuffer resolve from gddr3 to xdr using rsx before letting the spu's chop through the data, and they discard one of the render targets in the process presumably having packed it's data somewhere into the other targets. I wonder if that's a step taken to help it all fit into local store in their target 64x64 pixel tile size. Presumably on pc you wouldn't have to bother with that step.