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@ gorgepir

What do you think the floating point op is used for then when it is in the shader unit?

I understand the confusion though, Microsoft Execs have been dancing around the truth as well in interviews:

Todd Holmdahl:

"if you take into account the simultaneous texture fetches, control flow operations and programmable vertex fetch operations, you get 80 billion operations per second."

Again a correct but mistleading statement in reply to comparing the 100 billion shader operations the Cell + RSX can achieve. (RSX => 74.8 billion shader ops per second)

Take good notice of every word written in this sentence and you will have the answer to your question as well as understanding the origin of the misinformative confusion floating around. Apples operartions vs Oranges operations.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales