Ok... but then why is R600 delayed again ? Having the technology and rolling out a good product are 2 separate things. ATI would be further along in making/prototyping some form of Xenos at that time.
Okay, I'll agree with you there, but relative to console launch times, G80 came out the same time as Xenos. Even if Sony intended for PS3 to be released earlier, there's only a few months difference we're talking about. Is that enough to impact design choices? Maybe, but I doubt it.
I just don't agree with the idea that 30 months before the 360 launch ATI had better unified shader tech than NVidia did 36 months before the PS3 launch. I do, however, think that ATI working with MS 16 months before NVidia worked with Sony impacted design choices. Whatever arguments you make about NVidia working with Sony before the press release can be applied to ATI and MS.
Anyway, I think we've beaten this topic to death.
Ultimately, nVidia went scalar and ATI did not. It's the change in thinking that is bold to me.
Okay, I'll give you that. I thought we were talking about how different the architectures were from previous stuff, that's all. Sure, going scalar changes how you compile shaders, but it should get easier, not harder.
My point is that R4xx --> Xenos is much more radical to ATI than G7x --> G80 for NVidia, but you claimed the opposite.
Sure... but there'd be no reason to post if nAo doesn't have any to add ? Do you have RSX documentation ?
I have some, but not nearly as much as someone with an SDK, obviously. I was just hoping nAo would give something a little more concrete. I got lots of wild ideas about how to use branching, vertex textures, pixel shaders, and EMBM in novel ways when these features came out, and read lots of papers with cool ideas which don't get used in games for many years. However, nothing
at all comes to mind here beyond what I mentioned before. AGP and PCI-E have generally had bandwidth close to system bandwidth, so it's expected for Flex I/O to offer transfer speeds comparable to XDR's bandwidth. Procedural geometry isn't particularly exciting to me, especially since you can do it (at some XDR BW cost) without any XPS-type interaction.
I would very much love for nAo or some other dev to show me otherwise.
[BTW is there any name for RSX's ability to control SPUs? XPS - XBox Procedural Synthesis - is the analogue on the 360, AFAIK. Again, if anyone knows more, please share.]