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Forums - Microsoft - Killzone 2 Quality/Graphics is possible on the X360!!

Staude said:
^Not only am I not wrong, but it's not smart to rely on one simple article when there are so many.

Now these are hard facts. They cant be argued with. It's up to you if you continue believing your so called evidence.


Now the 360’s GPU is one impressive piece of work and I’ll say from the get go it’s much more advanced than the PS3’s GPU so I’m not sure where to begin, but I’ll start with what Microsoft said about it. Microsoft said Xenos was clocked at 500MHZ and that it had 48-way parallel floating-point dynamically-scheduled shader pipelines (48 unified shader units or pipelines) along with a polygon performance of 500 Million triangles a second.

Before going any further I’ll clarify this 500 Million Triangles a second claim. Can the 360’s GPU actually achieve this? Yes it can, BUT there would be no pixels or color at all. It’s the triangle setup rate for the GPU and it isn’t surprising it has such a higher triangle setup rate due to it having 48 shaders units capable of performing vertex operations whereas all other released GPUs can only dedicate 8 shader units to vertex operations. The PS3 GPU’s triangle setup rate at 550MHZ is 275 million a second and if its 500MHZ will have 250 million a second. This is just the setup rate do NOT expect to see games with such an excessive number of polygons because it wont happen.

Microsoft also says it can also achieve a pixel-fillrate of 16Gigasamples per second. This GPU here inside the Xbox 360 is literally an early ATI R600, which when released by ATI for the pc will be a Directx 10 GPU. Xenos in a lot of areas manages to meet many of the requirements that would qualify it as a Directx 10 GPU, but falls short of the requirements in others. What I found interesting was Microsoft said the 360’s GPU could perform 48 billion shader operations per second back in 2005. However Bob Feldstein, VP of engineering for ATI, made it very clear that the 360’s GPU can perform 2 of those shaders per cycle so the 360’s GPU is actually capable of 96 billion shader operations per second.

To quote ATI on the 360’s GPU they say.

"On chip, the shaders are organized in three SIMD engines with 16 processors per unit, for a total of 48 shaders. Each of these shaders is comprised of four ALUs that can execute a single operation per cycle, so that each shader unit can execute four floating-point ops per cycle."
  • 48 shader units * 4 ops per cycle = 192 shader ops per clock
  • Xenos is clocked at 500MHZ *192 shader ops per clock = 96 billion shader ops per second.

    (Did anyone notice that each shader unit on the 360’s GPU doesn’t perform as many ops per pipe as the rsx? The 360 GPU makes up for it by having superior architecture, having many more pipes which operate more efficiently and along with more bandwidth.)

    Did Microsoft just make a mistake or did they purposely misrepresent their GPU to lead Sony on? The 360’s GPU is revolutionary in the sense that it’s the first GPU to use a Unified Shader architecture. According to developers this is as big a change as when the vertex shader was first introduced and even then the inclusion of the vertex shader was merely an add-on not a major change like this. The 360’s GPU also has a daughter die right there on the chip containing 10MB of EDRAM. This EDRAM has a framebuffer bandwidth of 256GB/s which is more than 5 times what the RSX or any GPU for the pc has for its framebuffer (even higher than G80’s framebuffer).

    Thanks to the efficiency of the 360 GPU’s unified shader architecture and this 10MB of EDRAM the GPU is able to achieve 4XFSAA at no performance cost. ATI and Microsoft’s goal was to eliminate memory bandwidth as a bottleneck and they seem to have succeeded. If there are any pc gamers out there they notice that when they turn on things such as AA or HDR the performance goes down that’s because those features eat bandwidth hence the efficiency of the GPU’s operation decreases as they are turned on. With the 360 HDR+4XAA simultaneously are like nothing to the GPU with proper use of the EDRAM. The EDRAM contains a 3D logic unit which has 192 Floating Point Unit processors inside. The logic unit will be able to exchange data with the 10MB of RAM at 2 Terabits a second. Things such as antialiasing, computing z depths or occlusion culling can happen on the EDRAM without impacting the GPU’s workload.

    Xenos writes to this EDRAM for its framebuffer and it’s connected to it via a 32GB/sec connection (this number is extremely close to the theoretical because the EDRAM is right there on the 360 GPU’s daughter die.) Don’t forget the EDRAM has a bandwidth of 256GB/s and its only by dividing this 256GB/s by the initial 32GB/s that we get from the connection of Xenos to the EDRAM we find out that Xenos is capable of multiplying its effective bandwidth to the frame buffer by a factor of 8 when processing pixels that make use of the EDRAM, which includes HDR or AA and other things. This leads to a maximum of 32*8=256GB/s which, to say the least, is a very effective way of dealing with bandwidth intensive tasks.

    In order for this to be possible developers would need to setup their rendering engine to take advantage of both the EDRAM and the available onboard 3D logic. If anyone is confused why the 32GB/s is being multiplied by 8 its because once data travels over the 32GB/s bus it is able to be processed 8 times by the EDRAM logic to the EDRAM memory at a rate of 256GB/s so for every 32GB/s you send over 256GB/s gets processed. This results in RSX being at a bandwidth disadvantage in comparison to Xenos. Needless to say the 360 not only has an overabundance of video memory bandwidth, but it also has amazing memory saving features. For example to get 720P with 4XFSAA on traditional architecture would require 28MB worth of memory. On the 360 only 16MB is required. There are also features in the 360's Direct3D API where developers are able to fit 2 128x128 textures into the same space required for one, for example. So even with all the memory and all the memory bandwidth, they are still very mindful of how it’s used.



  • Around the Network
    CGI-Quality said:
    selnor said:
    Staude said:
    selnor said:
    Staude said:
    Megaman.. your thread makes me


    How is brink built ?
    Killzone 2 is only possible on playstation 3 because of the way its built.

    Do we know how the entire game runs etc ? the ai ? excetera.
    There are so many things to a game beyond just what you see right now on the screen.

    And even so. Killzone 2 has a look that feels like it's being rendered with skylight in realtime.

    Now I don't know if you've tried it. But there are so many things that makes killzone 2 killzone 2.
    From the atmospheric filters to the streaming (though streaming in kz2 isn't perfect :p It is in uncharted though.. Even in the car section !)
    The lights in the game where you can literally see reflections in your weapon all the time when you're moving simply because there are so many unique lightsources that you respond to.
    There are many more things. I wont go into detail. The point is killzone 2 is built to take advantage of the cell and at things like streaming and procedural processing the cell violently rapes the 360s gpu.
    The only reason why 360 fans keep wanting to have games that "look better" than the ps3 first partys is for bragging rights, and justification of their purchase since the old xbox had better looking games then the ps2. They don't like how the tables seems to have turned this generation.

    And that truly is all because of the ps3s processor. With it being able to both help the GPU and perform CPU work .. once people optimise for it, were gonna see some really nice stuff.
    Sony themselves said they built it so that it would take years for people to unlock it's true power. Now we can argue wether or not this is alright, but the fact is that we're seeing how fast it overtook the 360 in the first place.. and in 2010.. it looks like it's ready to speed on. (Last guardian for instance.. looks like CGI.)

    But the fact is that killzone 2 is not possible on the 360. This game might be. But it's using another way to achieve it's visuals that.. by the way don't (in my humble opinion) look better than killzone 2.

    But congrats to the 360 for getting a game that some feel matches one released on the ps3 a while back.
    Especially concidering the 360 has been out for a year more in the us and 1.5 years longer in europe.

    Also if you're basing it on those screenshots it looks like a ue 3 game. Look at the maps.

    Now some will probably quote me, counter "attack" but realise that this wasn't meant as an attack. But rather.. A statement.
    Anyways when we look at the numbers in the end the ps3 just is capable of more. If it didn't have the unique cpu it does, the 360 would have a slight edge. But with the xdr ram of the ps3 processor and the spus that can work both as cpu and gpu. It's the ps3 that has the edge.

    Highlighted part: This has never been proven in a game environment. MAny devs have said the fact the 360 has better ram and better GPU balances any equation the Cell MIGHT give PS3 in a game environment. So dont post speculation as fact. 1st party Sony devs "who have never worked on a 360 game ever" are the devs who say wow only possible PS3. Well of course they say that, they dont know ANY different.

    You mean with the exception of heavy rain developers who started the game out as multiplat but went ps3 exclusive due to technical difficulties right ?

     

    Furthermore i said the numbers. I didn't say "if we listen to random developers"

    Anyways EAs guy also said that they can do a lot more with the ps3 in the end

     

    So your counter argumentation has failed.. very fast too :p

    Heavy Rain was an idea and a tech demo when it was originally gonna be on 360 as well. That was 2005. By March 2006 it was Ps3 exclusive. I guarantee you niether the PS3 or 360 was Heavy Rain in 2005. The tech demo would have been on PC. The 360 code never started mate. LOL.

    And the EA guys were reported to say that at E3. I guess they missed the 5 360 games that destroyed every single one of their own products for graphics on any EA console game. LOL. I guess the EA guys are right then yeah? Did they miss Forza 3?

    So in your theory RFG developers must also be right saying PS3 is maxed out with Red Faction Guirella, and that they got it running better on 360.

    The highlighted you just made up selnor, that's very incorrect. HEAVY RAIN was first unveiled in May 2006, after 6 months of dev time, it was shown as a tech demo running on PS3 hardware but was still slated for multiplatform release up until they had a partnership with Sony in July 2007. Sony published the game at that point because Quantic Dream came to them and felt Sony had their vision, and decided PS3 exclusive would benefit the game.

    I don't personally care which of the two systems is stronger, faster, better. I just want games to keep graphically improving by larger proprtions, and right now, the PS3 is ahead in that field. I made a thread about this about a month ago, I think what we have are devs taking more advantage of the PS3, since of course those devs happen to be exclusive to Sony. The 360 needs more tapping into before we see games start vastly outpacing Killzone 2, which is the point of this thread. It has been heavily derailed, and I'm guilty of it too.

    However, I'm back on topic now.


    I'm sorry CGI buddy, I didnt make it up. The Xbox 360 came out in December 2005. My 360 which I picked up December 2005 had demo disc in it. It had the trailer of Heavy Rain on it. The tech demo where she sits in front of camera and begins telling you that wierd story. The one where she holds a gun to her head in the kitchen. I still have the disc. December 2005 was the first time I saw that on the demo disc.

    In 2006 March it went PS3 exclusive. No coding started on the 360 version at all.



    It's interesting that after going PS3 exclusive, Heavy Rains visuals and - lately - framerate deteriorated every time new media is shown.



    CGI-Quality said:
    selnor said:
    CGI-Quality said:
    selnor said:
    Staude said:
    selnor said:
    Staude said:
    Megaman.. your thread makes me


    How is brink built ?
    Killzone 2 is only possible on playstation 3 because of the way its built.

    Do we know how the entire game runs etc ? the ai ? excetera.
    There are so many things to a game beyond just what you see right now on the screen.

    And even so. Killzone 2 has a look that feels like it's being rendered with skylight in realtime.

    Now I don't know if you've tried it. But there are so many things that makes killzone 2 killzone 2.
    From the atmospheric filters to the streaming (though streaming in kz2 isn't perfect :p It is in uncharted though.. Even in the car section !)
    The lights in the game where you can literally see reflections in your weapon all the time when you're moving simply because there are so many unique lightsources that you respond to.
    There are many more things. I wont go into detail. The point is killzone 2 is built to take advantage of the cell and at things like streaming and procedural processing the cell violently rapes the 360s gpu.
    The only reason why 360 fans keep wanting to have games that "look better" than the ps3 first partys is for bragging rights, and justification of their purchase since the old xbox had better looking games then the ps2. They don't like how the tables seems to have turned this generation.

    And that truly is all because of the ps3s processor. With it being able to both help the GPU and perform CPU work .. once people optimise for it, were gonna see some really nice stuff.
    Sony themselves said they built it so that it would take years for people to unlock it's true power. Now we can argue wether or not this is alright, but the fact is that we're seeing how fast it overtook the 360 in the first place.. and in 2010.. it looks like it's ready to speed on. (Last guardian for instance.. looks like CGI.)

    But the fact is that killzone 2 is not possible on the 360. This game might be. But it's using another way to achieve it's visuals that.. by the way don't (in my humble opinion) look better than killzone 2.

    But congrats to the 360 for getting a game that some feel matches one released on the ps3 a while back.
    Especially concidering the 360 has been out for a year more in the us and 1.5 years longer in europe.

    Also if you're basing it on those screenshots it looks like a ue 3 game. Look at the maps.

    Now some will probably quote me, counter "attack" but realise that this wasn't meant as an attack. But rather.. A statement.
    Anyways when we look at the numbers in the end the ps3 just is capable of more. If it didn't have the unique cpu it does, the 360 would have a slight edge. But with the xdr ram of the ps3 processor and the spus that can work both as cpu and gpu. It's the ps3 that has the edge.

    Highlighted part: This has never been proven in a game environment. MAny devs have said the fact the 360 has better ram and better GPU balances any equation the Cell MIGHT give PS3 in a game environment. So dont post speculation as fact. 1st party Sony devs "who have never worked on a 360 game ever" are the devs who say wow only possible PS3. Well of course they say that, they dont know ANY different.

    You mean with the exception of heavy rain developers who started the game out as multiplat but went ps3 exclusive due to technical difficulties right ?

     

    Furthermore i said the numbers. I didn't say "if we listen to random developers"

    Anyways EAs guy also said that they can do a lot more with the ps3 in the end

     

    So your counter argumentation has failed.. very fast too :p

    Heavy Rain was an idea and a tech demo when it was originally gonna be on 360 as well. That was 2005. By March 2006 it was Ps3 exclusive. I guarantee you niether the PS3 or 360 was Heavy Rain in 2005. The tech demo would have been on PC. The 360 code never started mate. LOL.

    And the EA guys were reported to say that at E3. I guess they missed the 5 360 games that destroyed every single one of their own products for graphics on any EA console game. LOL. I guess the EA guys are right then yeah? Did they miss Forza 3?

    So in your theory RFG developers must also be right saying PS3 is maxed out with Red Faction Guirella, and that they got it running better on 360.

    The highlighted you just made up selnor, that's very incorrect. HEAVY RAIN was first unveiled in May 2006, after 6 months of dev time, it was shown as a tech demo running on PS3 hardware but was still slated for multiplatform release up until they had a partnership with Sony in July 2007. Sony published the game at that point because Quantic Dream came to them and felt Sony had their vision, and decided PS3 exclusive would benefit the game.

    I don't personally care which of the two systems is stronger, faster, better. I just want games to keep graphically improving by larger proprtions, and right now, the PS3 is ahead in that field. I made a thread about this about a month ago, I think what we have are devs taking more advantage of the PS3, since of course those devs happen to be exclusive to Sony. The 360 needs more tapping into before we see games start vastly outpacing Killzone 2, which is the point of this thread. It has been heavily derailed, and I'm guilty of it too.

    However, I'm back on topic now.


    I'm sorry CGI buddy, I didnt make it up. The Xbox 360 came out in December 2005. My 360 which I picked up December 2005 had demo disc in it. It had the trailer of Heavy Rain on it. The tech demo where she sits in front of camera and begins telling you that wierd story. The one where she holds a gun to her head in the kitchen. I still have the disc. December 2005 was the first time I saw that on the demo disc.

    In 2006 March it went PS3 exclusive. No coding started on the 360 version at all.

    No offense selnor, but that's not possible....have a read......

    Development

    Quantic Dream started working on Heavy Rain in February 2006.[citation needed] It was announced at E3 2006, where a tech demo entitled The Casting was presented to the media and general public.

    http://en.wikipedia.org/wiki/Heavy_Rain

    And like I said, the game wasn't published by Sony until July 2007....

    http://www.gamegrep.com/news/2994-ps3_exclusive_confirmed_heavy_rain_cancelled_for_360/

    Now if the game was cancelled in March 2006 for the 360, which again doesn't make sense because development started in Feb 2006 of that tech demo, why would they JUST BE reporting it in July 2007? O_o

    Bottomline, they began work in Feb 2006 as a mjultiplat. It remained that way until Sony's publishing deal in July 2007. I'm not sure how you saw a demo of the game in Dec 2005 because the game wasn't even in development yet.

    I'll dig through, I'm certain it was launch demo disc. Also If you go to Youtube all the videos for May 2006 say PS3 tech demo. If it was multiplat in May 2006 it would not say PS3 tech demo. And nothing about the 360.

    I may be wrong and it might be a 360 mag from May. But it was my old house I saw it. And I moved from there in April 2006.



    They should have kept it on all platforms, it looked more next gen.



    Around the Network

    "The 360 is capable of far more than KZ2, and will be proved at E3 2009" - selnor, May 4, 2009

    Forza 3, Alan Wake, Milo and Brink (although the latter was shown behind closed doors).



    Well either way, it's very interesting to see that when the game was still cross platform, it looked better, then after going PS3 exclusive (which i'm sure had nothing to do with Sony publishing) it got downgraded and then delayed.

    Makes you wonder if they encountered lots of technical hurdles.



    CGI-Quality said:
    Slimebeast said:
    "The 360 is capable of far more than KZ2, and will be proved at E3 2009" - selnor, May 4, 2009

    Forza 3, Alan Wake, Milo and Brink (although the latter was shown behind closed doors).

    A. Forza 3 is a racing game, how does that apply?

    You got a point.

    B. Alan Wake is an open-world psychological thriller, again, how does that apply?

    Because open world is even more hardware demandning, and yet AW looks it will be more beautiful than KZ2.

    C. Milo hasn't been in a game yet, how does it apply?

    It's a glimpse of what the X360 can do, and I'm sure Milo/Dimitri will look at least as great as the superb E3 demo

    D. Isn't Brink multiplatform? If so, the PS3 will have it too, no?

    Yes of course, but it's still (possibly) prettier than KZ2

     
     

     



    CGI-Quality said:
    Slimebeast said:
    "The 360 is capable of far more than KZ2, and will be proved at E3 2009" - selnor, May 4, 2009

    Forza 3, Alan Wake, Milo and Brink (although the latter was shown behind closed doors).

    A. Forza 3 is a racing game, how does that apply?

    B. Alan Wake is an open-world psychological thriller, again, how does that apply?

    C. Milo hasn't been in a game yet, how does it apply?

    D. Isn't Brink multiplatform? If so, the PS3 will have it too, no?

    A. I agree that Racing games are uncomparable to everything else.

    B. Alan Wake is comparable, as it has action elements... and its the only game out of the lot that has a chance at KZ2.

    C. Milo aint a game, is it? And even if it was... KZ2 looks better anyway.

    D. Although Brink IS multiplat, its still on the 360. But hey, we aint seen no gameplay yet.



                                

    selnor said:
    Staude said:
    ^Not only am I not wrong, but it's not smart to rely on one simple article when there are so many.

    Now these are hard facts. They cant be argued with. It's up to you if you continue believing your so called evidence.


    Now the 360’s GPU is one impressive piece of work and I’ll say from the get go it’s much more advanced than the PS3’s GPU so I’m not sure where to begin, but I’ll start with what Microsoft said about it. Microsoft said Xenos was clocked at 500MHZ and that it had 48-way parallel floating-point dynamically-scheduled shader pipelines (48 unified shader units or pipelines) along with a polygon performance of 500 Million triangles a second.

    Before going any further I’ll clarify this 500 Million Triangles a second claim. Can the 360’s GPU actually achieve this? Yes it can, BUT there would be no pixels or color at all. It’s the triangle setup rate for the GPU and it isn’t surprising it has such a higher triangle setup rate due to it having 48 shaders units capable of performing vertex operations whereas all other released GPUs can only dedicate 8 shader units to vertex operations. The PS3 GPU’s triangle setup rate at 550MHZ is 275 million a second and if its 500MHZ will have 250 million a second. This is just the setup rate do NOT expect to see games with such an excessive number of polygons because it wont happen.

    Microsoft also says it can also achieve a pixel-fillrate of 16Gigasamples per second. This GPU here inside the Xbox 360 is literally an early ATI R600, which when released by ATI for the pc will be a Directx 10 GPU. Xenos in a lot of areas manages to meet many of the requirements that would qualify it as a Directx 10 GPU, but falls short of the requirements in others. What I found interesting was Microsoft said the 360’s GPU could perform 48 billion shader operations per second back in 2005. However Bob Feldstein, VP of engineering for ATI, made it very clear that the 360’s GPU can perform 2 of those shaders per cycle so the 360’s GPU is actually capable of 96 billion shader operations per second.

    To quote ATI on the 360’s GPU they say.

    "On chip, the shaders are organized in three SIMD engines with 16 processors per unit, for a total of 48 shaders. Each of these shaders is comprised of four ALUs that can execute a single operation per cycle, so that each shader unit can execute four floating-point ops per cycle."
  • 48 shader units * 4 ops per cycle = 192 shader ops per clock
  • Xenos is clocked at 500MHZ *192 shader ops per clock = 96 billion shader ops per second.

    (Did anyone notice that each shader unit on the 360’s GPU doesn’t perform as many ops per pipe as the rsx? The 360 GPU makes up for it by having superior architecture, having many more pipes which operate more efficiently and along with more bandwidth.)

    Did Microsoft just make a mistake or did they purposely misrepresent their GPU to lead Sony on? The 360’s GPU is revolutionary in the sense that it’s the first GPU to use a Unified Shader architecture. According to developers this is as big a change as when the vertex shader was first introduced and even then the inclusion of the vertex shader was merely an add-on not a major change like this. The 360’s GPU also has a daughter die right there on the chip containing 10MB of EDRAM. This EDRAM has a framebuffer bandwidth of 256GB/s which is more than 5 times what the RSX or any GPU for the pc has for its framebuffer (even higher than G80’s framebuffer).

    Thanks to the efficiency of the 360 GPU’s unified shader architecture and this 10MB of EDRAM the GPU is able to achieve 4XFSAA at no performance cost. ATI and Microsoft’s goal was to eliminate memory bandwidth as a bottleneck and they seem to have succeeded. If there are any pc gamers out there they notice that when they turn on things such as AA or HDR the performance goes down that’s because those features eat bandwidth hence the efficiency of the GPU’s operation decreases as they are turned on. With the 360 HDR+4XAA simultaneously are like nothing to the GPU with proper use of the EDRAM. The EDRAM contains a 3D logic unit which has 192 Floating Point Unit processors inside. The logic unit will be able to exchange data with the 10MB of RAM at 2 Terabits a second. Things such as antialiasing, computing z depths or occlusion culling can happen on the EDRAM without impacting the GPU’s workload.

    Xenos writes to this EDRAM for its framebuffer and it’s connected to it via a 32GB/sec connection (this number is extremely close to the theoretical because the EDRAM is right there on the 360 GPU’s daughter die.) Don’t forget the EDRAM has a bandwidth of 256GB/s and its only by dividing this 256GB/s by the initial 32GB/s that we get from the connection of Xenos to the EDRAM we find out that Xenos is capable of multiplying its effective bandwidth to the frame buffer by a factor of 8 when processing pixels that make use of the EDRAM, which includes HDR or AA and other things. This leads to a maximum of 32*8=256GB/s which, to say the least, is a very effective way of dealing with bandwidth intensive tasks.

    In order for this to be possible developers would need to setup their rendering engine to take advantage of both the EDRAM and the available onboard 3D logic. If anyone is confused why the 32GB/s is being multiplied by 8 its because once data travels over the 32GB/s bus it is able to be processed 8 times by the EDRAM logic to the EDRAM memory at a rate of 256GB/s so for every 32GB/s you send over 256GB/s gets processed. This results in RSX being at a bandwidth disadvantage in comparison to Xenos. Needless to say the 360 not only has an overabundance of video memory bandwidth, but it also has amazing memory saving features. For example to get 720P with 4XFSAA on traditional architecture would require 28MB worth of memory. On the 360 only 16MB is required. There are also features in the 360's Direct3D API where developers are able to fit 2 128x128 textures into the same space required for one, for example. So even with all the memory and all the memory bandwidth, they are still very mindful of how it’s used.

  • The GPU is irrelevent.

    The 360 is built like a pc.

    The ps3s architechture however. Is not.

    That is where you take a wrong turn and probably along with your article.

    In assuming it is.

    Like i've said multiple times. The spus are capable of doing graphical rendering. This basically means that not only can they be used for the things you usually use your cpu for, they can also calculate half of the picture before the rsx even gets it.

    The rsx that's optimised to work with coincidentially the processor.

    Normal processors arent very suited for rendering graphics, however, the ps3 processor is.

    Youre approaching it incorrectly.

    Okay.

    This is if you were to use the ps3 as a normal pc: (now this is an example but it'll give you the general idea. I hope)

    As you can see, with just using the ps3 like a general purpose machine they can't achieve the results they're looking for.

    In this case they want to render a certain amount of things within the frame.

     

    However, by shifting resources to the spus:

    As you can see. They can move all kinds of things to the spu and hence manage to get their desired results to run within the frame.

     

    The thing about the spus are that they don't just take a few loads of the rsx or the ppu. They take a lot of loads of both of them.

    They can be used to calculate your actual graphics, explosions, physics, reflections, bumps, AA.. etc.

    And that is why you can't view the ps3 as a normal computer.

    The rsx is a special built nvidia chip from their 7000series optimised to work with this interface and to work together with the cell and the spus.

    It's that simple.

     



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