Username? Drawkcab.
More ROPs?function said:N.8732/f - is that the one where RSX has 8 extra ROPs, or another 2 vertex shaders?
psp111 said:Alas, you can guess user names and passwords till you're blue in the face.
Even with a valid username and password, the site will only accept logins from a range of IPs that the developer must pre-register with Sony.
Vysez said:More ROPs?
With a 128bits memory, what would be the point?
Actually if anything, they should disable 8 Rops, since they only have half the memory bandwidth of the 7800GTX, it could also help with the yield.
Edge said:It just amazes me also all this talk with a 550 MHz G70 not being good enough. Such a chip is a monster, and to see what developers will get out of it over the years will be interesting to say the least.
I'd be happy with an extra Quad and the ability to do HDR+AA at the same time.
version said:64 multithreaded unified shader + 4MB tilecache, custom g80
scooby_dooby said:With a cherry on top?
stuart_r said:does anyone know what the TFLOP performance of the G70 is?
Disabling ROPs would disable shading processors as well, since the two are not decoupled (at least in NV's design). I don't see how that would be beneficial to the console...Vysez said:Actually if anything, they should disable 8 Rops, since they only have half the memory bandwidth of the 7800GTX, it could also help with the yield.
Guden Oden said:Disabling ROPs would disable shading processors as well, since the two are not decoupled (at least in NV's design). I don't see how that would be beneficial to the console...
Guden Oden said:Are you sure? I was certain 7800 had equal number of shaders/ROPs... Oh well, ignore my comment then!
Megadrive1988 said:Acert93 said it. 16 ROPs, 24 fragment pixel shaders
since RSX has a 128-bit bus, I'm guessing only 8 to 12 ROPs and 12 to 16 fragment pixel shaders will be active ?
that might account for the redundancy.