onanie said:You can't choose what each individual xenos pipeline does (three arrays).gurgi said:I like how the ps3 is painted as giving developers a choice, but oh btw, you don't get to choose what shaders do what, unlike the Xbox360's unified design. You could go back and forth all day.
Both machines are *complete* designs, balanced from thier own perspective. You can't just take 100m from the daughter die and plug it into the gpu, because the C1 was designed with the bandwidth savings of that 100m. You might as well suggest that Sony take one or two SPEs and plug those transistors into RSX, since it's been suggested by certain sites *cough* that the SPEs are just wasted die space anyway
On Xenos, transistors for FSAA (and other fixed functions) will have influenced the budget on the main process. If microsoft insisted on matching GPU costs with RSX, we might have seen a 300m xenos process without a daughter die.
It seems the case that Nvidia pursues pixel processing more (in their decision not to include edram), while Ati stresses post processing; not to say that AA will be difficult on RSX either.
You really missed my point. If MS is forcing developers to use AA, then sony is forcing developers to use SPE logic that could have been used to make RSX more powerful. Yes, SPEs are more general purpose, so maybe my comparison is stupid, but this whole idea is stupid to start with, so it all fits. =P