Not a lot because the RSX was not a very expensive part in their estimates, but I think there will be a major re-evaluation of the costs based on the information Sony will release in connection of the end of their financial year, maybe already on wednesday. we'll see.Mintmaster said:On another note, I wonder if we'll see analysts reduce their projected cost of PS3 now that they know G71 is so tiny.
But back on the RSX-G71 topic, don't you think Barbarians talk of mltithreading on the RSX requires some more logic as well, even though it seemed to be a fairly simple design where the different threads used different registers?
I think it sounds like a pretty clever design which will help to get more efficient use of the shader hardware and it fits well in a closed concole environment, where you can use every dirty trick in the book.Barbarian said:As far as I know the latency can be hidden by the hardware threading, but the pixel shaders have to use half the registers (compared to shaders when texturing from vram) otherwise there will be a performance degradation. It seems registers are shared between all hardware threads and more threads are needed to hide longer latencies, hence less registers available per thread.
In one of the nvidia patents that have been discussed they use multithreads which reuse the arithmetic units of some fixed function calculation units. I have a pet theory that the RSX actually implements that patent, it could be a way to get a bit closer to the incredible 1.8 Gflop figure they flashed at last years E3.
http://patft.uspto.gov/netacgi/nph-...t&s1=6987517.WKU.&OS=PN/6987517&RS=PN/6987517