Rockster said:These figures really don't tell the whole story because each application is going to access the framebuffer differently and blends, access patterns, etc. are going to sap available bandwidth even more.
Of course, it was just an academic query. I know in any real application there'll be many kinds of overhead attached to every pixel that goes out
Fox5 said:Wait, are those G70 numbers right? I thought the fillrate of G70 was like 12Gigapixels, and I didn't know it took a hit from AA.
'G70' is just an architecture's moniker, different implementations with varying ROP numbers will have different fillrate numbers, obviously. IIRC, there isn't a hit with 2xAA.
Fox5 said:Even the xbox used that fact to advertise its fillrate at 4 gigapixels.
My memory of Xbox's specs are hazy, but I believe that's just the number of samples when using AA, AFAIK, not pixels.
Fox5 said:RSX sounds like it's going to get destroyed by Xenos if it doesn't have a massive fillrate advantage
Whether RSX had 16 or 8 ROPs, it would not matter. We've known for a long time now how much bandwidth is available, which is where RSX's fillrate is bound, not by the number of ROPs. Fillrate has not been an expected RSX advantage!
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