Kryton said:
Okay, you're obviously a fanatic...
Great, mature, intelligent start to your post...
1) No one has done Unified Shaders before so how can you make such sweeping statements about efficency aside from basing it off benchmarks
Just look at the principles of the tech, and it's obvious there are going to be efficiency advantages. When Xenos needs to do all vertex, no pixel work, it was 48 vertex pipes to use. When a conventional GPU needs to do all vertex work, it has a handful of vertex pipes and the pixel pipes sit idle.
2) Yet again, no one has done anything like MEMEXPORT before. Dyanmic branching already exists in the G70 series (performance might not be great but it certainly is there), get your facts right. eDRAM someone did last generation, can't think who? Perhaps the company who didn't this generation who might understand the tradeoffs?
You're just being silly. One was outlining the potential benefits of the different architectures. What has Sony having used eDRAM before got to do with that?
3) Whoop-de-do. A singing birthday card has as many transistors as a standard calculator. Which is more efficent?
I presume both, as they're very specialised hardwares where every transistor contributes to it's limited function. World's apart from GPU efficiency considerations where usage patterns can mean large parts of the transistors sit idle or not, depending on the architecture.
1) Neither Xenon or Cell is general purpose; in fact no CPU is
What a ridiculous thing to say. There's no such thing as a general purpose CPU! My Athlon is not specialised at running an particular type of code, but turns it's hand to all sorts. In what way is it specialised and not general purpose?
(what is general purpose code?).
Read the forum and the discussions already had in this area.
2) Sony is using standards and technology that was used in PS2. SN Systems tools are well known to PS2 devs and I'd be suprised if a developer had never used GCC before. All platforms are using established toolsets not just MS with VisualStudio packaged as XNA (VS is mainly a PC oriented tool that I doubt console-only developers would have touched). The rest of Sony tech from Nvidia (OpenGL ES with CG vs. DirectX with HLSL) and IBM (just another compiler) is also pretty standard stuff.
I think you need to research this info a bit more. A couple of obvious faults (IIRC) is that SN ssystems isn't yet working for PS3, or if it is was only released recently. From dev comments it's not a patch on MS's tools either. PS3 doesn't use OpenGL ES either, but a custom varient OpenGL PS or somesuch. Similar, but it'll still have differences I think. And the fact you have a standard compiler doesn't make something easy to program for. For that you need understanding of the hardware, which Cell makes more difficult than Xenon.
3) Here I can only relate to the Sony figures but, if the network is so crap why do they have more players online?
Because they outnumber XB's 5:1? Percentage wise PS2 has a far smaller user base than XB. Of course, it's debatable whether this can be attributed to the online service or other factors.