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Joe Public's edits don't stay unless they're sourced, this is from PS Mag.BTW Wiki is wrote by Joe Public.
BTW Wiki is wrote by Joe Public.
Rubbish, the 360 has had better graphics for most games because of crap ports.Which is why the 360 has better graphics for most games (and better, brighter graphics as nVidia is known for its drab dull iq until the 8800 series).
Cell does jack for the graphics, its a CPU pure and simple...
Rubbish, the 360 has had better graphics for most games because of crap ports.
Rubbish, the 360 has had better graphics for most games because of crap ports.
In the end, they simply DO NOT NEED to do it, its complicated, means learning a whole new code set, brings about dozens if not hundreds of more issues in getting a game to run stably and would most likely massively increase the length in developement. All when they can simply make games for a highly programable gpu core that everyone has lots of experience with which is on par with the competition power wise.
Someone tell me where the extra cost and problems make it even remotely worthwhile? you can't, they can't, therefore they won't do it.
beyond3d said:Based on our analysis and information, it seems that the RSX has 28 pixel shaders internally, with 24 active. G71, on the other hand, has only 24 and NVIDIA sells the defective parts as the 20 pixel shader GeForce 7900 GS. Such an opportunity for multiple SKUs based on the same die does not exist with consoles, and therefore higher redundancy is desirable. It's also likely that other parts of the RSX are therefore disabled for yeilding, such as the vertex shaders and possibly the raster operations units (ROPs). This is similar to the strategy used by Sony with the CELL, where 1 of the 8 SPEs is disabled.
While the RSX might have some parts removed compared to the G71, such as its PureVideo technology, transistor count is likely balanced back by having more redundancy and larger caches: indeed, we believe that most of the RSX's internal caches are larger compared to any G7x part, including the post-vertex transform cache and compression caches. In addition to its normal 48KiB of texture cache to its local memory, it also has an extra 96KiB of cache dedicated to communication with the XDR memory pool, in order to improve bandwidth utilization and average latency, and make it possible to use that memory pool for texturing operations - resulting in greater overall system bandwidth utilization.
insomniac games already are doing it, and other developers are going to follow lead. im not sure what you are basing your opinions on, but they are of course going to seek the fastest way around any problem on a fixed platform. that has and always will be the way![]()
insomniac games already are doing it, and other developers are going to follow lead. im not sure what you are basing your opinions on, but they are of course going to seek the fastest way around any problem on a fixed platform. that has and always will be the way![]()
james.miller said:because shader routines can be written on the spu's. although 'shader routine' isnt only for graphics work, they can be used for culling, streamlining and general optimisation of the graphics which obviously leads to faster performance overall. trust me, it has quite a lot to do with it
james.miller said:guys im not saying this approach will magically transform it into an all conquering graphics monster, im just saying using the psu's moves the goalposts a little. enough not to be able to comapre anything from the pc world side-by-side. that is all i m saying
whatever the case, using the spu's to streamline code and increase thruput is already happening and they will keep doing it as it obviously has many benefits![]()
i know all about these 'shaders', i said this in an earlier post:
again, i have NEVER claimed they will suddenly trasform the performance of the ps3.only that it'l improve the efficiancy somewhat: