Kynes said:
That isn't completely true, because the RSX is a non unified architecture, so the number of pixel pipelines is independent of the use or not of SPUs for vertex rendering. You can generate models of a higher vertex complexity, but the pixel fillrate is where the bottleneck is in PS3's case, SPUs used or not. If RSX were an unified architecture, the gains in performance could be much higher, because you could almost use all the power to do pixel work, but it isn't the case. |
let me put it this way... Do you think the RSX spends any time waiting on its 8 vert pipes, since its basically doing no skinning, no morph targets, no vertex anims, no nothing, other than projecting the vertex into screen space? I might add that say.. doubling the number of verts in a model goes a lot further towards making it look good (esp. with good lighting) than adding some minute fraction of extra texture resolution does.
If you add skinned meshes to a game, and have a decent vertex count, are doing facial anims, etc... don't you think you might want to devote a fair number of the Xenos' pipelines to doing that (vertex) work, or are you claiming the "awesome" shared-cache-resource Xenon CPU can cover such work efficiently?







