nobody is saying it's a POS.
I tend to think that both systems are close to EQUAL (too close to call- see my sig) or at least will be, as Cell gets leveraged with tools like EDGE.
I'm not following anything blindly either, I've been reading about both of these architectures for 2 years with an open mind. It's common knowledge that Xenos is more efficient than RSX and that Cell needs to help RSX in some capacities. this is just confirmation from someone running both.
If it ruffles some feathers here to come to the conclusion that the subsequent strengths and weaknesses of each architecture could/would allow them to perform nearly equally in real world scenarios, then I'm sorry they feel that way.
I know little to nothing about graphics prossing so it would be futile of me even to go there.
But with RSX being equivelent to a 7900 GPU for PCs where there's on CPU to help out with VS it would surprise me if the vertex shaders have been trimmed down unless the transistor budget went somewhere else (with VGA engine removed, DirectX instruction set removed, RSX having a bigger die size and so on I can't imagine it even though some of the budget has been used for redundancy).
In the end it's all up to the devs and I won't really care about specs or how hard a platform is to develop for as long as it can't be seen in the games.
It's just isn't all that surprising to me that in this case an NVidia 7 series card will lose, especially considering its actually a relatively old architechture (which has since been dropped in the 8 series).
That's a weird comment, didn't expect to hear that kind of reasoning from a dev.
It sounds like something I could have written in my post above.
Now that were are in this stage of debate, to my knowledge unified as in flexible costs more transistors than specialized pipelines compared to the throughput, isn't that true? The way I understand it is that the unified approach is more efficient on open platforms like PCs where the code can't be balanced after the amount of VS and PS pipelines in each GPU, but in a closed system the performance increase isn't as noticable as the code can be tailored for the specialized pipelines (unified will still have an advantage in ease to develop for but not performance).
Please help me out as I know nothing about the math behind the rendering and for that reason do not know how many elements VS and PS have in common.
Oh dear... do I sound rude ? I was thinking out loud... because it seems that both of them (views represented by nAo and joker454) can be correct under different contexts.
Well please keep sharing.
Patsu it wasn't directed at you, believe me.
Jedie mind trick.
Do you work at IOI by any chance and know a guy that goes by the nick-name of sparky ?
I thought that Joker worked on a sports title.
But his dislike towards RSX sure does explain why I haven't heard about any Freedom Fighters, Hitman, or Lynch & Kane for PS3. Though I can't claim to have seen any amazing vertex related in the latter two titles (maybe I'm blind or do not know what VS is or he works on something else).
So we have a reason now! It's the issuing of vertex
attributes where RSX is at a disadvantage (actually this info appeared in the original Joker454 thread, but it didn't stick
).
This post from SMM explains the problem nicely.
Is this because of Xenos V5 vectors versus RSX's V4? That 5th vector dimension sees a lot of use, and RSX needs to double up fetches/issues to the same info?
Seems like I should dedicate my time to stalking this SMM guy if all his posts are like this and the one in this thread (might even learn something... about police restrainst).