What a noisey and pointless discussion. Embarassingly I feel it's somewhat my fault, having asked one person their reasons for feeling both machines at peak would perform similarly. Still, now I'm awake...
dukmahsik said:
why is xenon a shortfalling? im trying to understand all this.
In 'shortfalling' I meant XeCPU falling short in peak attainable performance to that of Cell, not that the XeCPU has a particular shortfalling in design.
Now if everyone takes a deep breath and calms down, I'll ask this question. It's not a loaded question and I'm not trying to prove anything one way or another; just asking people's opinions.
The consensus is Cell>XeCPU, Xenos>RSX. I think we can generally agree on that. The question is, which is more important for next-gen?
My opinion is the CPU. Looking at the visuals we're already getting, they are pretty amazing. We have loads of enemies all lit and shaded and whatnot. It looks good. I can't see what difference more graphics power would make, other than some IQ improvements. There won't be more enemies on screen than we already have (screenfull amounts) and higher polycount models then what's currently being seen won't make much difference in a moving game. If you were to take GOW as it is now and increase polycounts and everything by 3x, how much difference will you actually see? The only still graphics area that'll show in screenshots I can think of needing more oomph is AA and effects like flames which are traditionally weak. Actually Flames are more an animation thing.
What I feel does need improving is moving graphics. It'd be much more realistic to lose the mocap animations and replace them with physics based IK skeleton animations. It'd be much better to have faces modelled and animated on a muscle based system rather than using keyframed models. It'd be great to have smoke that follows the motion of air around objects passing through it. To me, the area that really needs improving is the area of animated, moving images, and this is the domain of the CPU. I would rather have MGS quality visuals and skeleton based IK anims and all these other new methods then have 3x the visual quality of MGS (though I don't know what that would look like!) and have limited animations and feet that don't match steps and the same animations techniques used for years. In the area of vertex and pixel shaders improving on RSX would I feel have less discernable impact then working on the animation systems instead.
What do the rest of yuo think on this matter, and
why? If you feel more graphics rendering power is needed, please explain.