| fazz said: Ah, wrong up there Wojtas. The PS3 has only 512MB, not 256. Also, the RSX is exactly the same as a G70 better known as GeForce 7800 GTX, just at 90nm (no, the G71 is a bit optimized, less transistors), a tad bit faster and half memory bandwidth (128-bit), compared to it's PC counterpart (256-bit). But everything else you said is perfectly correct :D |
...and I can already foresee another PS3 bottleneck: Texture sizes.
The demo apparently contains medium-quality textures, most likely to reduce the size of the download. However, this much we do know about DirectX (from http://www.firingsquad.com/hardware/nvidia_geforce_8800_preview/):
"Virtualized memory for the GPU – In the past, the amount of texture storage was limited by the amount of onboard memory the graphics processor held. Now textures can be stored on system memory, eliminating the memory bottleneck on texture size.
"Increase in memory texture - increased the maximum texture dimensions in DX10. They were 2048x2048 or 4096x4096 in DirectX 9, and in DX10 they're 8192x8192."
If memory serves me correctly (pun not intended), Unreal Tournament 2004 uses 2048x2048 (max) textures under DirectX 9. If Unreal Tournament 3 uses the maximum 8192x8192 texture size, then I can categorically say, flat-out, that there is no way in a pig's ass that the PS3, with only 256x256 memory, be able to handle a 16-player deathmatch with such high textures. I would even say with 4096x4096 textures the PS3 would have severe issues just trying to keep up.







