Perhaps not, but it certainly has changed since GF3 days.Mintmaster said:Sure it might be, but its role has pretty much stayed the same for a while now. I don't think its complexity has grown anywhere near as fast as everything else in a GPU.
Yes, but in the end, some datapaths are built for redundancy - eDram buses are most typical of that - they will be voefully underutilized most of the time, but that doesn't mean they aren't necessary.Well, not to that extent. I expect the GDDR3 bus to average maybe 70% of its peak rate because you'll have the biggest and most constant BW load (colour and z) passing through there all the time.
Likewise, fullduplex is unlikely to be fully utilized in both directions, but it's nice the option is there to push data fast in either direction.
It was sort of an inside joke actually. But as I mentioned earlier there's certainly many ways you can help out the GPU if you have fast "geometry shading" capabilities.You mean by tranforming the camera postion to object space and using Cell?
If there's no matrix blending, sure I guess. Does it always work out faster on SPE's than RSX? How about frustum culling?
Hmm... the notion that multiple memory pools make PS3 an "unnecessarily" complex console, is rather on the silly side.Laa Yosh said:...development times... budgets...etc...
Memory segmentation has been second nature of console designs since - well, just about always - it boils down to cost efficiency and single pool of very fast memory just isn't it.
XBox1 is pretty much the only deviation I can remember - and well - it also happened to be terribly cost inefficient design.
Heck - DS has some 30 memory pools (that you get to manage manually) of different sizes and speeds, asymmetric multicore CPUs and GPUs and god knows what else, and I don't see people complaining how DS development is "too complex/expensive".