I think i've seen a video about lair...or something, Anyway the guy in the video couldn't understand why people were saying that there was a downgrade. I'll try to find it.
he talked about the Cell not the RSX.
I think i've seen a video about lair...or something, Anyway the guy in the video couldn't understand why people were saying that there was a downgrade. I'll try to find it.
Just to finish that sentence...
What is there to get familiar with? Certainly with the Xenos architecture itself, but there shouldn't be anything inherent about a unified architecture that takes getting used to; it should just work. Any architectural issues that developers need to get used to should be unrelated to that point, and simply based on the specific architecture/quirks of the GPU.Just to finish that sentence...
But like Laa-Yosh said, not really anything that hasn't been discussed here before. If there's a general bottleneck with RSX, concensus seems to be on memory bandwidth. And for Xenos, not so much, meaning it's shader rate-limited.
Being bottlenecked in one area or another doesn't automatically imply more/less power, so I don't see how I neglected any power difference there... one which most have also agreed is fairly negligible either way, too. But that's a discussion that's been had and killed and beaten and might even be discouraged by the moderators...True, but you neglect that Xenos probably simply has somewhat LESS shader power altogether than RSX. That's been a longtime educated guess on these forums.
Being bottlenecked in one area or another doesn't automatically imply more/less power, so I don't see how I neglected any power difference there... one which most have also agreed is fairly negligible either way, too. But that's a discussion that's been had and killed and beaten and might even be discouraged by the moderators...
The shaders performance is directly compared in the article. It's a context of the differing architectures compared to each other, not in a vacuum.
It jives well with what my own personal views have been:
RSX: More shader power
Xenos: More framebuffer bandwidth
In the end:
Somewhat similar performance.
It is what it implies, though
Heh, well, whatever floats your boat.It jives well with what my own personal views have been:.
From what I am understanding by reading all this, is that all the games at TGS should have had a high level of suckiness.
What happened?
The shaders performance is directly compared in the article. It's a context of the differing architectures compared to each other, not in a vacuum.
It jives well with what my own personal views have been:
RSX: More shader power
Xenos: More framebuffer bandwidth
In the end:
Somewhat similar performance.
Exactly...all you need to know is that the GPUs are similar performance-wise (a wash, really), but apples to oranges architectually.
Not that it matters (beaten to death), but as more time goes on I see it the reverse and feel like I am looking at R300 and NV30 all over again (R300 had an edge in bandwidth and in DX9 performant features). Many reputable review sites saw it as a wash, if not a nod toward NV30, until featureset performance was revealed as time went on. Dynamic Branching in Pixel Shaders, framebuffer bandwidth, etc may not mean much in 2006 when most developers are still leveraging designs and technologies targetting older consoles and low end PC hardware, but some day that will change.
But of course I see the CPUs also being quite relevant (both in architecture and performance), as well as other architectural decisions (e.g. UMA/NUMA) and think these various decisions have different impacts depending on wehther the software is big budget, a port, multiplatform, etc... no really easy shoehorn.
“For lower resolutions it is a fantastic GPU, but it gets difficult for high end HDTV resolutions”, says a developer.
This part is pretty interesting, does this mean that developers have to make huge graphical sacrifice in order to display PS3 games in HD?
“For lower resolutions it is a fantastic GPU, but it gets difficult for high end HDTV resolutionsâ€, says a developer.
This part is pretty interesting, does this mean that developers have to make huge graphical sacrifice in order to display PS3 games in HD?
Differences are more than just that. Stick a PS on RSX with dynamic branching and see how it's 'more shader power' fares against Xenos with the same shader...You can't tap performance that isn't there.
RSX has more shader power and developers are using XDR and FlexIO to overcome bandwidth bottlenecks.