hey69 said:
why do you mean actually ?
i believe 1280x1024 is higher in resolution then 1280x720 (720P)
and why compare 4xAA with 8xAF on R520 @1280x1024 with
About the closest resolution I could find with decent benchmarks for the R520 (frequently when you go lower other limitations, like the CPU, come in).
Also it bears in mind that many PC games have minimum framerates 50% or even less than their average. To hit a *solid 60fps* on a TV you have to have a fairly high minimum framerate as well. e.g. A typical game that averages 60fps could look jerky at 60Hz due to it dropping down to 30fps off an on. e.g.
Note how the X1800XT averages 41 FPS, but has drops as low as 7fps
Looking at it another way, note this SC:CT benchmark below for the X1800XL. Note that while it averages almost 45fps that the game actually spends ~60% of its time well under 45fps with a number of dips below 35fps and even 30fps. If you were able to "lock" this game at 45fps to sync with a 45Hz refresh rate this game would be VERY jerky.
So an "average framerate" of 45fps in a game like SC:CT does not tell the whole story, neither does the max/min (33fps/96fps), although that is more helpful. It is pretty clear, to me at least, to get a really solid 60fps you will need to have the majority of your frames ABOVE 60fps. This does not mean there cannot be dips, but if you are averaging 60fps with as many frames below 60fps as above then this will not seem as fluid.
This is why an X1800XT averaging 55fps would not be a good canidate for 60fps and why the Xbox 360 running at a solid 60fps is impressive--it indicates the average frame rate is either higher or that they were able to fine tune the game (probably a bit of both). We know Xenos has a lot more shader power than the R520, so this should not be a surprise.
(i dont know the exact AA and AF aplied but surely not 4X ?) 720p on xenos?
Xenos ROPs are designed to do 4x MSAA with no perforance hit. The performance issues we have seen are based on design (e.g. early Z pass in a renderer) and the limited time devs have had with the final dev kits. But this does not seem to be universal. Some games are not having as many issues as others. It is too early to say whether all games will face the same trouble getting MSAA to work in launch titles.
That said a few media sources have noted how the 360 version looks great (even a few indicating it was better than the PC, although this may have been a reference to the particle effects). Obviously we need to wait for the final game to see how it compares to the PC, but based on the developer comments about the hardware he seemed pretty excited about its performance and features in relation to the PC.