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Maybe the Xenos can handle AA better, but RSX has an advantage with shaders! ~75 billion operations/sec compared to ~48 billion operations/sec. What I cannot understand though is how the RSX achieves that number with less shader operations per clock when the clock speeds are equivalent. Maybe I'm just missing something... Also, the Xenos is a custom chip by ATI while RSX is based on the (not G70 as I believed) G71 architecture. Generally ATI chips are better at shader performance while NVidia chips are better at AA, but this blows that conception away (with the places switched)! I was just reading that article, and it says the Xenos can achieve 96 billion shader operations/sec, but it's actually half that at 48 billion currently. If you want to, though, you can research that and find out why there are differences. Hmmm, this also says 48 billion. The wiki says the theoretical max is 96 billion. I bet that the site you posted just counted the theoretical max for the 360 and not the PS3. Deathawk, thanks for correcting me on that resolution issue. I had just heard that the 360 originally could not do 1080i/p, but obviously that's outdated now. I don't know if I said it before, but at high resolutions, shader performance is more important to image quality than AA. No one will dispute that it's better to have both though. However, can we agree that both consoles look kickass at top resolutions (even though they're not remotely comparable to 8800GTX in SLI)?
*Edit* Guys, can we have more technology discussions like this? Lol.
He went through how he got his shader numbers. I'll quote them.
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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.
The architecture is simply more efficient. Like an AMD 64 vs P4. While the P4 may be able to get that speed up to 4ghz, the 64 line was just so much more efficient that it could get the same performance with 2.6ghz - 2.8ghz by doing more per cycle. The same applies here.
For actual math here it is for the 360:
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"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.
here it is for the Ps3:
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# The RSX has 24 pixel pipes (each of which performs 5.7 ops) 5.7ops *24 Pixel Pipelines=136.8 shader ops per clock.
# The RSX is clocked at 550MHZ *136 shader ops per clock =74800 (or 74,800,000,000)
Both numbers represent peak performance.Also keep in mind that the 360 GPU uses a unified system for pixel and vertex shaders. The RSX does not. This really makes the 360 GPU much more efficient. The RSX cannot swap vertex or pixel shaders. This creates for a much more efficient system for the 360 GPU and is to be the future of GPU computing.
(Nvidia's new card has it, ATI's upcoming R600(very similar to the 360 GPU) also will have it)
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However, can we agree that both consoles look kickass at top resolutions (even though they're not remotely comparable to 8800GTX in SLI)?
Definently. In fact not even one 8800GTX(Which is faster than 2 7800GTX's in SLI).
Although ATI's R600 has really got me goin...
I'm going to skip this generation of graphics cards. First iteration of Dx10 and there mostly looking at Dx9 performance rather than Dx10 anyway. Plus my 7800GTX will last me for some time.
The R700 is taking a multi-core architecture(I believe 3 cores). It's an overall more efficient and cheaper design.