Thank you all for responding. Let me preface my post with this disclaimer: I'm probably in over my head WRT to the specifics of a GPU's architecture, so Deano's reply was somewhat over my head. Forgive me for the boneheaded questions that follow (e.g., Is the NV2A's "6 simultaneous threads" a feature of the GPU or of the Xbox's software?). If they're too time-consuming to answer, please say so. Can I find the answers in RTR 2/E?
My interest stems from
this thread at Ars discussing Doom 3 on the Xbox. BassVolvo, whom I quoted in my previous posted, also quoted you, Deano, when speculating that NV2A was more powerful than NV25.
I'm still not sure if NV2A is more powerful per clock than NV25 from a hardware or software POV. Hardware-wise, I thought NV15, NV2A, and NV25 all had the same vertex shaders, but the latter two had two of those shaders. So I was surprised when BV claimed NV2A had only a single VS, at least based on my thinking that all three GPU's VS units are the same. Software-wise, I thought Deano's post praising the Xbox's VS performance (quoted in the Ars thread) was more an issue of the Xbox allowing him to code closer to the metal ("thinner" OS & API) than NV2A allowing for more vertex shader ops per clock than NV25.
Deano, your post above still leaves me slightly confused.
Does NV25 also have 2 VSs with 6 simult. threads? Does the NV2A's ability to hold 6 simultaneous threads reduce or mask the thread stalling op penalty?
Apologies for my ignorance. I'll try to conceal it better next time.