midnightguy
Member
http://xbox360.ign.com/articles/612/612995p1.html
that seems awfully low.
the old Radeon 9700 had 107 million, the 9800 had 110 million, the X800 has 160 million and the upcoming R520 Fudo is meant to have at least 300 million.
maybe this explains the "meh" realtime in-game graphics of many games (the completely awesome looking stuff seems to be pre-rendered CG) and also why Xbox360 only has a fillrate of 4 gigapixels (with 4x AA yes i know), and can only produce 500 million polygons/sec. the X800 can produce over 8 gigapixels and 600 million polygons/sec.
the 48 unified shader "pipes" are really just ALUs, and there are 2, 3 or 4 ALUs to a typical pipeline in PC GPUs.
it seems that Xbox360 GPU might only be the equivalent of 12 pipelines total, in terms of raw performance.
or maybe this is way off.
if the GPU is only 150 million transistors, that is slightly less than 2.5 times more than Xbox GPU which was like 63 million transistors.
the GPU, the Graphic Processing Unit, which handles the graphic output of the system (and which has 150 million transistors in it), the Southbridge, which enables all of the Ethernet and controller issues, and the TV encoder, which handles resolution issues, such as progressive scan, interlacing and other TV related issues.
The GPU has the ability to generate 48 shader units using an advanced shader language. In the standard PC, you have both vertex shaders and pixel shaders, each working individually. In the Xbox 360, the Shader units can do either, meaning you can have scenes with only a little bit of geometry and a tremendous number of effects, such as a fightng game with only two characters on screen (like Dead Or Alive 4). Or you can deliver tons of geometry with fewers effects, such as a a 100-person action online game (such as Possession or Huxley). It has 512 MB of main memory with a 10MB framebuffer. And it's got 10MB embedded DRAM.
that seems awfully low.
the old Radeon 9700 had 107 million, the 9800 had 110 million, the X800 has 160 million and the upcoming R520 Fudo is meant to have at least 300 million.
maybe this explains the "meh" realtime in-game graphics of many games (the completely awesome looking stuff seems to be pre-rendered CG) and also why Xbox360 only has a fillrate of 4 gigapixels (with 4x AA yes i know), and can only produce 500 million polygons/sec. the X800 can produce over 8 gigapixels and 600 million polygons/sec.
the 48 unified shader "pipes" are really just ALUs, and there are 2, 3 or 4 ALUs to a typical pipeline in PC GPUs.
it seems that Xbox360 GPU might only be the equivalent of 12 pipelines total, in terms of raw performance.
or maybe this is way off.
if the GPU is only 150 million transistors, that is slightly less than 2.5 times more than Xbox GPU which was like 63 million transistors.