http://www.bit-tech.net/bits/2005/07/11/nvidia_rsx_interview/1.html
Not very enlightening, unfortunately. All the interviewer seemed to care about re. RSX is if it
was going to be faster than the 7800GTX, which we already knew the answer too.
The comments on unified shaders are interesting though (particularly the bolded, if true).
Not very enlightening, unfortunately. All the interviewer seemed to care about re. RSX is if it
was going to be faster than the 7800GTX, which we already knew the answer too.
The comments on unified shaders are interesting though (particularly the bolded, if true).
"It's far harder to design a unified processor - it has to do, by design, twice as much. Another word for 'unified' is 'shared', and another word for 'shared' is 'competing'. It's a challenge to create a chip that does load balancing and performance prediction. It's extremely important, especially in a console architecture, for the performance to be predicable. With all that balancing, it's difficult to make the performance predictable. I've even heard that some developers dislike the unified pipe, and will be handling vertex pipeline calculations on the Xbox 360's triple-core CPU."