overclocked said:I'm still wondering why PS3 doesn't have 2x RSXs in SLI.
I wonder if the SLI circuitry is still there in RSX, wasting transistors?
Jawed
Do you really think they could be used for something else, and while your on it why not add 2 more gpus and 3 more Cells, and wait let Xbox get 4tricore-cpus and 4 Xenos Gpus in total. Oh add 2Gigs of memory to both system instead and make em 256bits wide.
Titanio said:I'm wondering what Xenos might have been like if the money spent on the daughter die was spent on Xenos.
Edge said:Just curious, but how many pipelines does Xenos have for moving data in to those 48 unified shaders? Some chip diagrams showed three sets of 16 unified shaders, but was that inplying 3 pipelines? That does not make sense.
The arrows on ATI's diagram above indicates that there is some dependency from one of the shader arrays to another, almost as though they are pipelined; this is in fact not the case and each ALU array is working independently of the other and the data is not pipelined between them. This being the case there is no dependency between what programs, or types of programs, are being executed on each of the three ALU arrays - at a snapshot in time they could, potentially, all be vertex processing, all be pixel processing or there can be a mixture of both vertex processing and pixel processing occurring on the three different 16 ALU arrays.
blakjedi said:Titanio said:I'm wondering what Xenos might have been like if the money spent on the daughter die was spent on Xenos.
The daughter die IS Xenos... it wouldnt be Xenos without it.
blakjedi said:Titanio said:I'm wondering what Xenos might have been like if the money spent on the daughter die was spent on Xenos.
The daughter die IS Xenos... it wouldnt be Xenos without it.
Tap In said:Fouad, how many times do you really need to post that same rhetoric?
Tap In said:Edge said:Just curious, but how many pipelines does Xenos have for moving data in to those 48 unified shaders? Some chip diagrams showed three sets of 16 unified shaders, but was that inplying 3 pipelines? That does not make sense.
Dave says pipelines do not apply to this shader "array"
http://www.beyond3d.com/articles/xenos/index.php?p=07
The arrows on ATI's diagram above indicates that there is some dependency from one of the shader arrays to another, almost as though they are pipelined; this is in fact not the case and each ALU array is working independently of the other and the data is not pipelined between them. This being the case there is no dependency between what programs, or types of programs, are being executed on each of the three ALU arrays - at a snapshot in time they could, potentially, all be vertex processing, all be pixel processing or there can be a mixture of both vertex processing and pixel processing occurring on the three different 16 ALU arrays.
Tap In said:Fouad, how many times do you really need to post that same rhetoric?
almost 20-30 % real hit in performance when using 4x AA at 1080i resolutions in today actual games
People consider a 5% performance hit free in the realworld for graphic effects. The ps2 edram didn't have the logic to do AA.fouad said:Tap In said:Fouad, how many times do you really need to post that same rhetoric?
For people to read it, it was deleted every time I post it...
where is democracy ?
and I want to tell people : dont be fooled by marketing compaigns.....
there is no free 4 x AA at 720P, or 2x free AA at 1080i on xbox360...
10 MB of edram is just too little for real benefits...when people will understand that ?!!!!
ps2 had 4 MB of edram...and no one talked before about free AA for ps2...you know why ?!!!!!! because it wasnt a part of the sony compaign...
Also aliasing is not only due for lack of AA, but also for lack of anisotropic filtering...
So anyone thinking that xbox360 games will be less aliased than ps3 games...is just dreaming...this is wrong...