> "it's so EASY to understand"
Yes, and games are written to take advantage of architectural strengths. If a scene is going to cause a 70% stall/waste of resources, things are designed especially in the console sector to avoid such a heavy drop.
Since developers will be writting code to each GPU's strengths, the whole efficiency argument becomes less convincing.
In the end this argument is meaningless without game comparisons running on each machine.
If Xenos so awesome, how come PGR runs at 30 fps, or you have games with aliasing? Some very real and in your face limits there. Try to UNIFIED SHADER that away. Unified shaders are NOT the catch all solution to all rendering problems, especially if the game is CPU bound!!! Games are about the whole, and not just one specific component like the GPU.
Yes, and games are written to take advantage of architectural strengths. If a scene is going to cause a 70% stall/waste of resources, things are designed especially in the console sector to avoid such a heavy drop.
Since developers will be writting code to each GPU's strengths, the whole efficiency argument becomes less convincing.
In the end this argument is meaningless without game comparisons running on each machine.
If Xenos so awesome, how come PGR runs at 30 fps, or you have games with aliasing? Some very real and in your face limits there. Try to UNIFIED SHADER that away. Unified shaders are NOT the catch all solution to all rendering problems, especially if the game is CPU bound!!! Games are about the whole, and not just one specific component like the GPU.
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