ShootMyMonkey
Veteran
The main advantage that PS3's NUMA has is the fact that the main memory that the CPU will be using is lower latency (XDR vs. GDDR3) and closer to the CPU, which is something that CPUs certainly care about, even though GPUs may not. As opposed to the UMA of 360 where there is definitely potential for the GPU and CPU to be contending for the same bus. A single cache miss on 360 can easily cost you 500 cycles. Don't really know yet about PS3.
Of course, having a single memory pool has its advantages. Mainly in the fact that it's a lot easier and the fact that everything actually is *physically* in the same memory pool. While you could say that PS3 has a single memory pool in *virtual* memory space (which relates back to the GPU accessing main memory and the CPU accessing VRAM and the SPEs accessing each others LSes), that's not really the same thing in practice.
Of course, having a single memory pool has its advantages. Mainly in the fact that it's a lot easier and the fact that everything actually is *physically* in the same memory pool. While you could say that PS3 has a single memory pool in *virtual* memory space (which relates back to the GPU accessing main memory and the CPU accessing VRAM and the SPEs accessing each others LSes), that's not really the same thing in practice.
That sounds a lot like what I said on another forum -- I said that if you were going to use an eDRAM framebuffer for RSX, you'd need at least 64 MB assuming the goal of dual 1080p at 128-bit HDR -- a little different from saying there IS 64 MB of eDRAM.Last I heard it was 64MB of eDram on GPU.