kibebr said: But after all that... seems that there´s de 256MB data limit, right? (a) |
The truth is that in graphical terms, those triangles doesn't even take up 32 bytes of transfer (which the GDDR3 comonly uses in each of its pre-fetch), the XDR allows more and lower latency transfer which delivers more precise models.
The 256MB comes into play when you have huge texture that needs to be dumped into the memory for future quick access; as i've already mentioned, that's the usual method how graphic rendering works at the moment, putting pre-rendered and often access textures in memory, which is why you often see games not utilize the PS3 might have degrades compare to X360. (One of the often quoted issue is Framerate problem, which could point to the PS3 CPU trying to access the texture from another place instead of the memory where it can be accessed faster).
The PS3's main focus is the render many stuff in real time through parallel processing. If you see the Sony ads about "each rain drop being different" that's what they are talking about. Currently, most of these rain drop affects are like "pre-made" and stored in memory, so CPU can just pull it up for rendering. What PS3 is trying to do is rendering individual raindrops in real time using logarithms which give each raindrop their own unique physics.
Again I have to mention, how much of that can be realized is up to the developer... I'd imagine there is a lot of work to make something like that work in a real game.