While we are at it, how can anyone claim the superiority of Xenos, if no benchmarking metrics, or even game to game comparisons can accurately be made in the console sector? Yes, I realize that's what's being discussed here, but the end result from what I see is similar performance, with each part having different strength attributes for different circumstances.
Nobody has made that claim. But the claims we have made are well backed up by evidence.
We know that for polygons with complex vertex shaders, having more vertex shading units help linearly. Look at tests from 3DMark between different chips. Look also at how resolution makes little difference in these tests, so reduced pixel shading resources are not an issue. Unless ATI screwed up in Xenos, it can perform a 48-cycle vertex shader at 500Mverts per second. RSX will do 92M.
We know that shader pipes in GPUs have achieved near 100% of their texel rate for 5+ years now. Again, unless ATI screwed up, Xenos will do the same while vertex texturing. So a vertex shader with 16 texture accesses will run at 500Mverts per second. Empirically, G7x
has taken up to 200 cycles per VTF (though supposedly 20 cycles is the theoretical performance). A vertex shader with only
one texture access could perform as poorly as 22M per second.
This covers the main advantages of unified shading. Then other differences between the chips include bandwidth, which I'm not going to rehash. There's also dynamic branching. Given Dave's hints that R5xx's scheduler and DB system came from Xenos, we can expect similar performance here. We've seen factors of 2x-10x over large batch based GPUs. On the other hand, RSX's big advantage is texturing. Any texture loaded shader should run 65% faster if bandwidth isn't an issue. This often used to be the case several years ago, but not so much now due to math being important. It may resurge if spherical harmonic lighting (good stuff!) takes off.
So even though we don't have any measurements or benchmarks, we can make reasonable assumptions about certain aspects of rendering.
Xenos is hardly a huge win because of unified shaders over a discrete part like Nvidia's 7900 series, and we all know that the 7900 series is meeting excellent die size and power issue requirements for the console space.
As stated already, we don't know that lack of unified shaders is what makes the G71/RSX so small. Note the above paragraph about performance differences unrelated to US. If those weren't there, would G7x still be smaller? Who knows.