alexh wrote:
Steril707 wrote:
That's why i compared the PS3 of today to the Amiga of my childhood.
Always getting poor second rate ports of Xbox 360 titles which never use any of the PS3's custom hardware?
Just like the early Amiga days getting crappy Atari ST ports. Yeah I can see your point.
Unlike Atari ST, Xbox 360 includes a competent GPU design.
Lets hope as time goes on the programmers embrace the PS3 and actually use some of it's features.
On same token, PS3 RSX GPU is missing features from XBOX360's Xenos GPU e.g. tessellation unit, global illumination unit. These functional units reduce the work load on the available shader resource.
CELL's 6 SPUs can be brought over and fix RSX issues.
For example,
http://research.scea.com/ps3_deferred_shading.pdfUnreal3(e.g. UT3) engine uses deferred shading btw.
Since PS3's RSX GPU is based on G7x family, refer to
http://www.nvidia.com/object/IO_37100.htmlRefer to Page 30, Figure 22. Refer to above Sony link as a fix i.e. doing pixel shader work on 5 SPUs.
Notice the design issues with G7x GPU in relation to concurrent pixel shader and texture operations. By default, G7x’s pixel shader performance is reduced. This NVIDIA document shows the design issues with G7x GPU when compared to G8x GPU e.g. Early-Z, shader branch, vertex instancing, available vertex resource and 'etc'.
http://www.anandtech.com/video/showdoc.aspx?i=3128&p=3Notice Geforce 7950 lost against Geforce 8600GTS in UT3.
RSX basically is an 8 ROP version G71 i.e. cut down version.
Again, 6 SPUs can be brought over and "fix" G7x's design issues e.g. vertex shader, pixel shader, tessellation, global illumination, Early-Z cull and 'etc'.
X360's Xenos GPU doesn’t have same design issues as G7x.
It would be unwise to compare X360 vs PS3 as Amiga(GPU centric) vs Atari ST (CPU centric)