inefficient
Veteran
While it is very impressive for Cell, the technique eats almost all of cell's computational power to get 19% increase on RSX. I expect them to come up with approximate culling algorithms that will put less stress on Cell with reasonable performance improvements on RSX.
And the fact that they haven't include the input triangle count in the presentation is a little suspicious.
I don't know where you got that 19% number from. But good luck getting a 3.75 Mil poly scene rendered at 60fps on RSX with 758 human characters and 50+ cars on screen - all of the characters running fully independent animations without the Cell helping.