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megafenix said:


well, thats what you say and thats what Maurice Ribble from AMD says, so who should i believe?

on prupose

here is another intersting note

http://www.trustedreviews.com/news/AMD-Brings-Xbox-360-Graphics-Mobile

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AMD Brings Xbox 360 Graphics Mobile

AMD is becoming less and less a name associated with exciting new products, but that doesn't mean the company can't still wow us with technology every now and again. Today's development is what can only be considered a rival to nVidia's Tegra (read: APX 2500) and Intel's Silverthorne (now under the Atom branding) platforms, is called the AMD Z430 graphics core and sees the translation of Xbox 360-style graphics to the mobile phone.

Z430 is only based on Xenos, rather than being a direct translation but that's to be expected given the die size of the Xbox chip. Z430 does use the same Unified Shader Model and manages to be the first mobile GPU to garner OpenGL ES 2.0 certification. OpenGL ES 2.0 (which, incidentally, is supported by the PS3) is a subset of the full OpenGL spec designed for embedded devices, such as mobile phones, PDAs and games consoles. A few desktop games these days use OpenGL (Quake Wars is the best recent example) which makes porting them to these smaller platforms than much easier.
Read more at http://www.trustedreviews.com/news/AMD-Brings-Xbox-360-Graphics-Mobile#20lBWs1GtOQdVtLR.99

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this too

http://bastianzuehlke.wordpress.com/2012/04/05/mobile-gpus-architectures/

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Adreno
The Adreno architecture is based on AMD Z430 of the Imageon Family which was introduced by ATI in 2002. Based on what is stated in [2] and [3] it seems that Adreno is rendering tile-based but each tile in a IMR kind of way. The HW seems to be optimised for triangle stripes, which very likely causes a big load on the CPU. 

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With the correct interpretation what Maurice Ribble from AMD says is true but you have a long way to go before understanding these things ...

The Xbox 360 uses a depth buffer to perform hidden surface removal whereas PowerVR bins, sorts, and ray casts to apply hidden surface removal. The guy in the blog even says that Adreno is an immediate mode rendering GPU which uses a depth buffer much like the Xbox 360 so calling it tile based is a stretch since it's rasterization system doesn't even remotely resemble to PowerVR's ...