RSX and Xenos hidden secrets?

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Numbers like shader operation per seconds, bits, bandwdith, triangles per second, etc are well exposed.

But what about texture formats, instruction sets, vertex units, texture units, pixel units, quad arrengments, compression methods, gigatexels, mtexels, HDR formats, AA formats, bandwdith saving methods, shader extensions, etc. where are those? Will they ever release any info regarding those?
 
Numbers like shader operation per seconds, bits, bandwdith, triangles per second, etc are well exposed.

But what about texture formats, instruction sets, vertex units, texture units, pixel units, quad arrengments, compression methods, gigatexels, mtexels, HDR formats, AA formats, bandwdith saving methods, shader extensions, etc. where are those? Will they ever release any info regarding those?

Very little there is hidden in any meaningful way. You can find most of that readily available on the net (Beyond3D for one), or in leaked docs.

Besides that, most of it is of no consequence to anyone who isn't a developer working on the two platforms.
 
Well, i was waiting for the time when someone would open a thread about the hidden power of the next gen consoles... We had it for each generation...
 
The Committee for Aesthetic Deletion having caucused, it has been determined that this thread as presented and contexted is an invitation to conspiracy theories, trolling, and other coarsenings of the public morals and standards of the community. Locked.
 
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