The GameMaster said:
I know that Ken Kutaragi of Sony has been eluding to this prospect, but the truth of the matter is we are dealing with a very PC like GPU here and it don't like to share the graphics pipeline. The second issue at hand is the sheer difficulty of trying to even get the Cell and the RSX to work together in a graphics pipeline. For the vast majority of purposes the Cell CPU is limited to post processing of images that have already been rendered. There ARE some of things that the Cell CPU could do that could improve other areas of the game however and help improve performance... but the Cell CPU is going to be quite limited in what it can do to improve graphics on the PS3. You can thank the late change to nVidia for that...
Either you've got a final production RSX (or it's technical documents) in front of you, or you're just making this up! What evidence have you got that Cell<>RSX usage is difficult? Or Cell's limited to post processing? KK (okay, it's apparent you won't believe anything he says...) already informed us Cell and RSX can share vertex data directly.
Furthermore you're off the mark in saying graphics are totally GPU bound. CPU's generate the polys to feed the GPU's. That needs float power. It's float power that determines how much facial mesh distortion you can use for character expression, and float power that enables physics based animations instead of precaptured animations. Which would you rate the better console : a console with 700 MHz PIII and GeForce2, or an X800XT GPU coupled to an 8bit Z80A running at 1.5 MHz?
PS3 should be as able, if not more able, than XB360 in terms of procedural synthesis. The machine to me seems better set up for that. Assuming both machines are capable of reaching the same percentage of their peak FLOP performance, then PS3 will have 2x the capacity to calculate objects flying around, motion, etc. and these contribute not just to the gameplay (very important though you seem tothink otherwise :? ) but also the visuals. Which would impress you more? A half dozen nicely rendered AA'd American Footballer's with finite animation patterns, or 20 nicely rendered, no AA'd American Footballers with physics-based skeletal animation that react realistically to motion and impacts etc.? The more FLOPS on your CPU you have available, the more animation techniques you can use, and this contributes as much to graphics quality as AA or high resolutions.
I don't know many people that say it's the graphics that make for better games and consoles. I would say,
traditionally, better graphics were important as games were very simplstic, but with the potential for new gaming models I think gameplay has the potential to be very diverse, with games based on complicated physics modelling, fluid dynamics, AI, all contributing to the worth of the game. Games with even mediocre graphics can be great fun, and games with amazing graphics can be stinky poo games. If Killzone3 the game looks as good as the E3 showing, but has brain dead AI like the original, would you rate it a better game than say even Halo1?
But second to this, you seem very confident that not only is Xenos more powerful than RSX, but noticeably so, and that RSX is a limited part. As GPU's don't work in isolation but are limited to the rest of the system's ability to supply it meaningful data, it seems rather irrational to be saying now that RSX is second in realworld performance to Xenos given we have no details on it.