Kynes said:
Any programable processor is more flexible than fixed function, but it doesn't means that is practical (ATI R520 is an example of a debacle due to not using fixed function to do AA resolve) Regarding to 360-PS3 AA: http://forum.beyond3d.com/showthread.php?t=46241 RSX - The relation to the G7x series would mean that the ROPs are capable of handling 2 multisamples per pixel per cycle. Basically, in a bandwidth unlimited scenario, 2xMSAA or Quincunx is free. But do note that the double pumped Z-only fill rate is only effective without MSAA and that this can be important for certain effects such as rendering shadows; with 2xMSAA the z-only fill rate falls in line with the colour fill rate. RSX is a fillrate/bandwidth starved chip. That's the reason why in some cases PS3 games have a blur filter instead of AA, because a blur filter is more compute intensive than bandwidth intensive. You can't help it's bandwidth problems doing AA resolve on a SPU. |
that's also based on the idea that the RSX is based on the core of the G7X when it is been through some Opinion's that the RSX is based on
something akin to the G9X, IT share's some N47 core technology's but it was also stated at the time that the RSX is twice as powerful as the GeForce 6800 Ultra.
which the G7x is not
I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.