Titanio said:
Can you clarify that? Xenos itself balances between arbitrary ratios of vertex and pixel shading, of course, but I think Xenon's potential contribution to that equation would fall more plainly on the vertex side than pixel shading. Heavy pixel shading on either CPU is a no-no, IMO (maybe frame post-processing, but that'd be about it).
I'll try...remember I'm searching like everyone else...
I agree in that it doesn't appear that doing pixel shading on either of these CPUs is a good idea beyond what you mention.
here's what I'm thinking...
1. You allocate some of the vertex load to the X360's CPU. This load can the portion that would be beyond what the Xenos could handle in certain scenes.
a. you can assume the vertex load is on the average a good deal less than this
b. you can assume the vertex load is on the average just below what the Xenos can handle with it's other tasks.
If b is the case then all you net with the CPU's aid is a bit more vertex processing than the Xenos could handle alone.
If a is the case you net a larger amount of both vertex and pixel processing being done on the average than what the Xenos would be doing alone. I'm looking at it like this...Xenos's internal load balancing should make this so. If the vertex load is less than the pixel load then Xenos should automatically allocate more of it's resources to pixel processing. This should be the case since some of the vertex load has been effectively move to CPU and is meant to stay there. "On the average" you have more pixel processing available to work with. In certain cases the vertex load may increase and Xenos can realign itself. Since you already have it worked into the equation though it shouldn't be enough to stall the part. Of course in these instances it also means pixel processing will suffer, but if you know that in advance you can plan ahead accordingly.
I was just an idea about dealing with vertex load bottleneck that only pops up every once in a while. The side affect of allows you to push harder on the pixel processing side of things when that bottleneck is absent.
I contrast it with the RSX as not being able to do this because even though the raw amount of pixel/vertex processing is finite as with the Xenos the Xenos's processing is not in a fixed ratio. With the RSX you either use the resources available or they sit idle...you can't reallocate resources to other tasks.
I understand pixel and vertex processing power in absolute terms is finite with both parts...I'm looking at things from a different perspective.
It's sorta of a way to use Xenos's load balancing to your favor on a larger scale.
...I'm trying...to put it into words...I'll beg a little grace from you as I'm not so much of a statesman.
Is this a bad way to look at this? (assuming I've I actually succeeded in describing anything)