Shhhh! With info like this, soon....Oh no! Too late!ERP said:So that would either be roughly 6 billion transformed verts/second which could be as many as 12 billion tri's if you want to stretch the numbers.
But these are copmpletly meaningless numbers......
SPONG said:XB360 capable of 12 billion triangles per second!
That's nothing. Xbox does 100 billion. All you have to do is make sure that you have no textures/colors/blending of any kind, and you drew the same single triangle over and over again -- what happened was the verts would remain in the post-transform cache and not be transformed again, and all the pixels would fail z-tests and what not after it was drawn once, so subsequent draws occupy no fillrate. End result -- 100 billion tris!The Mighty SPONG said:XB360 capable of 12 billion triangles per second!
pc999 said:Ok, now i am cunfused.
So from here are coming those 500Mp/s , if they can do a lot more even if they split 50/50 in vertex/pixel shader power
BTW, for set up you mean create/ put a new vertex in the GPU
Interesting, so what part of the Xenos is doing the transforming?ERP said:pc999 said:Ok, now i am cunfused.
So from here are coming those 500Mp/s , if they can do a lot more even if they split 50/50 in vertex/pixel shader power
BTW, for set up you mean create/ put a new vertex in the GPU
You need to understand how a graphics pipeline works.
Gross Simplification
Transform verts ->Triangle Setup->Pixel Shading->Destination Blending
Generally Transform verts just converts inpout coordinates to homogenous camera space coordinates.
The Triangle setup projects these into 2D and computes the values for the interpolators (for things like rasterisation and texture lookup).
Pixel shading does work on the interpolated data
And the blender blednds thjose colors into the framebuffer
It doesn't matter how many verts you can transform IF you can only setup 500 million tris which is the case on Xenos.
In a real application I very much doubt you'll get 500 Million tris, but you'll probably get a lot closer to this number than you would see in a traditional PC architecture, where the transform rate is the limiting factor.
No math there..it's very simple: Xenon's GPU CAN't setup more than one triangle per clock so you can't draw more than one triangle per clock, end of the story.Edge said:OK, so then how does ATI come up with 500 million per second? Entertain us with the math.
Love_In_Rio said:It is said that Xenos will be manage up to 500 million polys with effects, but these polys must be created in the CPU. Could be enough only one of the VMX units to feed Xenos 500 million polys capacity ? If so, Xenon CPU will have allways at least two VMX units free for other tasks such as phisics ?
I am also thinking about the ability of a Xenon VMX to process near 3,2 billion dot products per second.If Xenos has a limit of 500 mill. polys wouldn´t it be also enough ,for example, 1 VMX for phisics or lightning ( i am supposing a dot product help in these tasks ) ?
Love_In_Rio said:But is not said that Xenos can´t create vertices ?
Rockster said:I don't know if I would say "no matter what", because triangle size, shader lengths, bandwidth, etc. ,etc. matter, but easier than XBox 1 at 100 million is fair to say.