Alpha_Spartan
Regular
I saw it, I just want to see the math.Jaws said:Alpha_Spartan said:Okay, so now let's talk about how Sony attained their 2TFLOP figure.
See my link above...
I saw it, I just want to see the math.Jaws said:Alpha_Spartan said:Okay, so now let's talk about how Sony attained their 2TFLOP figure.
See my link above...
Alpha_Spartan said:I saw it, I just want to see the math.Jaws said:Alpha_Spartan said:Okay, so now let's talk about how Sony attained their 2TFLOP figure.
See my link above...
Alpha_Spartan said:The constant in all of this seems to be the non-programmable FLOPS. How is that derived?
Aye, so we are trusting Microsoft & Sony more than our math.Titanio said:Alpha_Spartan said:The constant in all of this seems to be the non-programmable FLOPS. How is that derived?
The total figure claimed minus programmable flops
LOL!!! NO!!!!!!!! *head explodes*Titanio said:Alpha_Spartan said:The constant in all of this seems to be the non-programmable FLOPS. How is that derived?
The total figure claimed minus programmable flops
It seems as if the RSX is able to do vertex and pixel operations on the same clock.mckmas8808 said:So if the PS3 has a 2 to 1 programmable flops advantage and since people still say that there will be no visual difference; then why do these companies release the flops numbers?
Do they really mean nothing or are people not giving credit to something? I don't know that's why I'm asking.
serenity said:Aye, so we are trusting Microsoft & Sony more than our math.
mckmas8808 said:So if the PS3 has a 2 to 1 programmable flops advantage and since people still say that there will be no visual difference; then why do these companies release the flops numbers?
mckmas8808 said:Do they really mean nothing or are people not giving credit to something? I don't know that's why I'm asking.
Alpha_Spartan said:It seems as if the RSX is able to do vertex and pixel operations on the same clock.
Alpha_Spartan said:Secondly, I can see how C1's ProgFLOPS rating is clear cut because theoretically all 48 shaders can EITHER be processing all pixels or all vertices on a given clock.
Jawed said:Alpha_Spartan said:Secondly, I can see how C1's ProgFLOPS rating is clear cut because theoretically all 48 shaders can EITHER be processing all pixels or all vertices on a given clock.
No, there are 64 threads concurrently running on Xenos (48 shader, 16 texture) in any combination of vertex or fragment (pixel) shading - the threads are batched as blocks of 16, vertex-or-fragment:
4-0
3-1
2-2
1-3
0-4
Jawed
dukmahsik said:didnt dave say the 64 thread amount was incorrect?
Titanio said:I'm VERY confused. I thought the ALUs were allocated to vertex or pixel work, ALU by ALU? If it's done in batches of 16, some may lie idle in a clock?
http://www.beyond3d.com/forum/viewtopic.php?p=548680#548680Jawed said:To be honest I don't know what Dave said, just a vague memory - the search facility is terrible on this forum