I understand you may not be able to talk too much about it right now, but I'm just wondering how you expect Playstation 3 graphics to differ from what we see here today?
Although I can't talk about it too much there are some things we know about the PS3. First, its got a Cell processor, and that affects graphics a lot, and second the front-side-bus is 7 times faster than PCI Express.
Greater bandwidth gives you the ability to download textures more quickly and that's a big, big, deal and at some level the bus bandwidth limits the amount of geometry you can send over the bus so there is a level of fidelity that you are at a theoretical limit to be able to achieve with every bus, so the level of fidelity of geometry and textures is limited by each generation. http://www.beyond3d.com/interviews/jhh/index.php?p=03
PSINext: As previously discussed, beyond it's high quality one of the primary reasons for the use of NAO32 is that it saves bandwidth in a bandwidth-hungry environment. In the future do you feel RSX will be at a disadvantage to Xenos when it comes to framebuffer effects due to the 128-bit bus and lack of eDRAM?
Marco: Not at all; in fact for many framebuffer effects I believe RSX will have an edge over Xenos. Don't want to go into details, but let me just point out that RSX is connected to two seperate buses, not just one.
This is real good right?
Although I can't talk about it too much there are some things we know about the PS3. First, its got a Cell processor, and that affects graphics a lot, and second the front-side-bus is 7 times faster than PCI Express.
Greater bandwidth gives you the ability to download textures more quickly and that's a big, big, deal and at some level the bus bandwidth limits the amount of geometry you can send over the bus so there is a level of fidelity that you are at a theoretical limit to be able to achieve with every bus, so the level of fidelity of geometry and textures is limited by each generation. http://www.beyond3d.com/interviews/jhh/index.php?p=03
PSINext: As previously discussed, beyond it's high quality one of the primary reasons for the use of NAO32 is that it saves bandwidth in a bandwidth-hungry environment. In the future do you feel RSX will be at a disadvantage to Xenos when it comes to framebuffer effects due to the 128-bit bus and lack of eDRAM?
Marco: Not at all; in fact for many framebuffer effects I believe RSX will have an edge over Xenos. Don't want to go into details, but let me just point out that RSX is connected to two seperate buses, not just one.
This is real good right?