This was posted at IGn.com xbox 360 forum. Has anyone heard about this or know anything about this. I tried to search for it but found nothing here or on google.
After reading 1up's article regarding the 360 dificulty in dealing with the Fluid dynamics feature found in Aegias software, which they explained was an "Architecture issue" I started looking around because I had remembered something that ATI was talking about which they called "Fluid Reality" which they had implemented in the doughter die which is part of their "192 processors". By being in the doughter die, it can handle fluid based physics without burdening the parent GPU or the CPU. This explains why Aegia software which was designed for multiple platforms and mainly a traditional "PC architecture" doesn't work well with the highly custom 360.
Here is the Quote regarding Xenos and Fluid Reality"
"There is a considerable amount of additional logic on the "Daughter" GPU that will process a number of things such as HDR, 4xMSAA/FSAA, Z Buffer (Depth), Alpha Buffer (Transparency), Stencil Buffer (Shadows), Occusion Culling (Removing unseen polygons), Radiosity Lighting (such as Global Illumination), Real Time LOD (Level of Detail/Tessellation), and something that ATI refers to as "Fluid Reality" which is basically material physics such as hair, clothing, and water. All of that without burdening the "Parent" GPU and saving memory bandwidth at the same time since these tasks can be performed on the eDRAM.
What appeard to be a weakness at first now turns out to be a strength in X360's architecture. What an interesting turn of events