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LordTheNightKnight said:
makingmusic476 said:
 

You can't just compare the number of pipelines between the two GPUs. The RSX only has 24 pixel shaders and 8 vertex shaders, compared to the 360's 48 unified shaders, but an individual unified shader is not as good as a dedicated shader for any specific task. The RSX's vertex shaders can handle 5 ops per cycle and the pixel shaders can handle 2 ops per sec, whereas all of the Xenos' shaders are only capable of 2 ops per second.

Didn't you just compare them? And the point was that the results of the pipleines on both systems are closer than some here claim.

This leads to a a maximum of 136 ops per cycle for the RSX ((24 x 5) + (8 x 2) = 136) compared to a maximum of 96 ops per cycle for the Xenos (48 x 2 = 96). The fact that the RSX is clocked at 550mhz compared to just 500 for the Xenos also gives it an advantage.

You seem to be assuming that all pipleines are active at one time in a standard architecture. That is not the case. The point of unifying is to make all pipelines active at once. You get fewer total ops per pipeline, but you still get all of them working at once, instead of 1/3--1/2 at a time. So again, the total output is closer than you are claiming.

Much like the Cell versus the Xenon, and dedicated versus unified RAM, it's power versus efficiency. The ps3 has more max theoretical power, with the Cell, XDR dedicated CPU RAM, more powerful Vertex shaders, and the ability of the Cell to assist the RSX, but the question is, will developers be able to take advantage of this?

Heavenly Sword, MGS4, Killzone 2, and FFXIII all say yes.

Didn't I just point out that proper use of the Cell woud make better graphics? Did you read my post? I can't believe how many times I concede a point, and so many of you "counter" with the very points I concede. Do you even know what point I am trying to make? Tell me what point you think I trying to make.

But why do multiplats look like crap on the ps3?

Because they were designed around the 360's more flexible hardware, and to port them to the ps3 would require either a complete reworking of the code or else just cutting things from the game. Developers are money-conscience and chose the latter to save time.

It seems you think I am trying to argue that the 360 is stronger. Read my posts again, as I specifically state that is not the case.


 


 I did compare them.  What I was saying was that you can't compare them based on number of shaders alone.  You have to get into the tyope of shaders, ops per cycle, etc.

Also, yes, I am aware that not all of the shaders may be used at the same time in a non-unified architecture.  That's why I said it's efficiency vs brute power and drew parallels between the shaders of the Xenos/RSX and the dedicated/unified RAM of the ps3/360.

Basically, you missed exactly what I was trying to say.  I apologize for my miscommunication.