Thanks for all the replies!
The issue of load balancing was one I was trying to consider. I think effectively it relates mostly to how you'd balance between the CPU and VS for vertex shading?
I guess my second point is that when talking comparatively with Xenos, yes in this situation if mapping an arbitrary workload from Xenos to RSX+Cell in some situations there'll be some underutilisation. But I'm not really asking how it can address the utilisation issue, just how it can prop itself up in absolute terms on the vertex processing side in cases where Xenos can be dedicated more to vertices.
If this all seems reasonable, I guess perhaps the more significant question is actually how things look when you move away from "simply" accomodating the same absolute workload as Xenos in vertex-biased situations, and consider how PS3 games built for the system can take full advantage. Now this might seem controversial or presumptuous or even stupid- take down your pitch forks!
- but I'll put it out there anyway: Following this same line of logic, if this seems reasonable, then your game could aim at a setup where you can
simultaneously do pretty much as much work on
both vertices and pixels at the same time as all of Xenos can do on
either of these workloads if dedicated fully to that task. Consider games, then, that aim for full utilisation of that kind of balance...it could have interesting implications.
Benq raises a pertinent issue re. RSX pixel shading performance, since the theory relies on it being able to, there or there abouts, keep up with Xenos if it was fully dedicated to pixel shading. But given the proportion of RSX's power that's invested in pixel shading, given the clock differences, and given the expected efficiency gain of a dedicated unit over a more general unit, it seems reasonable enough to think it could (more than?) keep up? On a side note, counting the number of units and comparing thusly doesn't seem so sound - an ALU in Xenos != a dedicated shader on paper.