Robert.L said:
where is that qoute from ? and i'm pretty sure he did compare it to X1800 xt , i'll take a look again .
Directly from the original topic
here
You're right, though, in that X1800 is mentioned in the question that was posed (which I didn't read again when I c+p'd it), but like I originally thought, it's also regarding how Xenos would run the ToyShop demo itself. In such a case, "slightly more shader power," if he meant effectively in the demo rather than just theoretically, might not have meant "all" of Xenos' shading units, so much as "all the shading units it could use considering a TMU bottleneck." Considering the extra width of Xenos' ALUs (relative to X1K pixel shader ALUs) plus having a total of 48 with branch execution units compared to 8 full VS +16 full PS ALUs + 16 mini-ALUs, with 25% higher clocks, might suggest that it's at least possible. But, I doubt there'll be any answer regarding that.
Edit:
Guilty Bystander said:
I've heard somewhere problems with the Xenos and the bad framerates it produces has to do with bad branch prediction and flow controll of the ALU controller.
Is there any truth to this?
Since, AFAIK, no GPU does any kind of branch
prediction, and if that term was used in what you "heard," then I'd seriously doubt it myself. According to later presentations from MS, Xenos has dedicated branch execution units, which would suggest low costs for the actual branch calculations (i.e., either 1 cycle or effectively "free" due to being done parallel to the rest of the processing like X1K)
Dynamic branching performance should be lower than X1800 though (4x4 pixel batches) and a little worse than X1900/X1600 (4x12 pixel batches? 48 total, regardless) as Xenos is a total of (8x8) in size. Depending on the type of branching going on, the extra work done can get significantly larger and cause the X1900 to perform worse than the X1800. (don't have the link on hand for where one of those benches was done, though, nor can I remember what it was). But I doubt developers would be using such a horrendously performing thing on the GPU unless it had excellent, excellent benefits. You usually go with what works, avoid what doesn't work, and weight the costs and benefits appropriately.