PS3's RSX has only 8 pixel-pipelines (ROPs)
- From: "AirRaid Mach2.5" <airraid.mach2.5@xxxxxxxxx>
- Date: Sat, 20 May 2006 15:49:24 -0600
Xflop Team said:
"Wrong again.
The internal memory bandwidth of the PS3 is over 200GB/sec compared to
only 27GB for Xbox360."
sorry, but *you're* completely wrong, in the point you are trying to make.
you have things mixed up.
the high internal memory bandwidth in Sony PS3, which is said to be
over 200 GB/sec, that is ONLY within the CELL CPU, which does *not*
handle anti-aliasing. The GPU (RSX) is responsible for the AA. PS3's
RSX GPU has 22.4 GB/sec external bandwidth to GDDR3 memory., and no
internal high-bandwidth EDRAM
the Xbox360's GPU, Xenos, has an EDRAM unit which has 256 GB/sec
bandwidth internally for the framebuffer (or part of the framebuffer)
for operations like alpha blending and anti-aliasing.
it is true that not every Xbox 360 game runs in 720p. PGR3 is the
only one I know of though. the reasons for this could be many,
including that PGR3 was designed on an Xbox360 dev-kit that had a
Radeon X800 or X850 in it, which has no EDRAM and no ability to get
anti-aliasing for a tiny cost like Xenos does. PGR3 would have been
ported from the older Xbox360 dev-kits to the newer and final dev-kits
that contained the actual Xenos GPU. the point is, many of the
first Xbox 360 games were not built from the ground up on Xbox 360
hardware, but rather, Mac G5 systems with older graphic cards.
at 720p on a large screen, anti-aliasing is very much a desirable
thing. you see "jaggies" at 720p without AA on a large HDTV set.
otherwise, why bother with AA at all?
.
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