Megadrive1988
Veteran
what was the exact quote from ATI (posted here on B3D) regarding the
Xbox 360 Xenos GPU ability to theoretically calculate or transform (but not setup) over 6 billion vertices per second, if using ALL of its unified shader ALUs for the geometry side?
I am very well aware of the hard triangle-setup limit of 500 million polygons/triangles per second.
the very high theoretical Xenos geometry figure (disregarding triangle setup limit) was somewhere over 6 billion. out of sheer curiousity, what was the exact figure, and looking at PS2's spec (not PS3) with Emotion Engine and Graphics Synthesizer, what PS2 spec figure is comparable to to the 6+ billion verts calculated by Xenos? the 66 million of Emotion Engine (or as Panajev said a few times, 100+ million using every unit in the EE) ??
Xbox 360 Xenos GPU ability to theoretically calculate or transform (but not setup) over 6 billion vertices per second, if using ALL of its unified shader ALUs for the geometry side?
I am very well aware of the hard triangle-setup limit of 500 million polygons/triangles per second.
the very high theoretical Xenos geometry figure (disregarding triangle setup limit) was somewhere over 6 billion. out of sheer curiousity, what was the exact figure, and looking at PS2's spec (not PS3) with Emotion Engine and Graphics Synthesizer, what PS2 spec figure is comparable to to the 6+ billion verts calculated by Xenos? the 66 million of Emotion Engine (or as Panajev said a few times, 100+ million using every unit in the EE) ??