Bill, you really are full of misinformation.
Bill said:
If they're significantly oupowered, it's down to bad engineering. This would be the EDRAM I'm always griping about in my opinion. While MS is using 337m, only 232 is usable shader logic, a significant deficit.
Because they used eDRAM, they don't need the memory controller to be as fancy, they don't need colour compression or z-compression, they get peak fillrate regardless of whether alphablending is used or if AA is enabled, and they save wiring cost. They also get higher yeilds from two smaller chips. Current speculation is that there's redundancy in there too, so they really crammed 64 shader pipes into those transistors.
The disadvantages are non-unified memory (more copying) and packaging cost. Xenos also took the responsibility of the memory controller from Xenon, so don't forget to factor that in as well.
Bill said:
The problem is some of that is fixed function AA. I'm not sure laypeople will appreciate AA that much. It's also not flexible. RSX can dedicate power to AA or power elsewhere.
AA is a fixed function feature on both RSX and Xenos. There's no way to allocate that power elsewhere. RSX needs colour compression as well for AA to run fast, and that takes up a fair amount of logic. The only power that can be freed by not doing AA is bandwidth.
Bill said:
The biggest question about RSX is the split BW. Is it additive or in effect confined to 22 GB/s?
Nobody here seems to have answered this.
If what Titanio is saying, more like additive. They could do textures from XDR. Then shaders in GDDR.
Do you know where pixel shaders get their data from? The answer is... Textures! Your proposition makes no sense.
Graphics pipelines have a lot of transistors devoted to holding pixels in flight in FIFO's. A texture access takes a long time because the memory controller waits for a group of accesses and puts it all together. While the shader pipe is waiting, it's working on another pixel, but obviously there's a lot of data to store about that pixel. RSX has direct access to GDDR3, and that's what it'll be using 99% of the time. It would be silly to waste transistors to have good performance with memory access from the XDR. Vertex data can come from there no problem, but texturing will in all likelihood impose a performance penalty.
There is not going to be a blowout this generation from either side. Perception wise, however, Sony has it in the bag. I'm sure half the population thinks PS3 will be at least twice as powerful as XB360.
In the end it'll come down to developers.