midnightguy
Member
http://forum.teamxbox.com/showthread.php?t=344508&page=2&pp=20
I'm not saying I agree - but then again, I know nothing of programming anyway. the discussion on TXB is also interesting.
edit: Oh, the actual source is nAo on Beyond3D
http://www.beyond3d.com/forum/viewtopic.php?p=515830&highlight=7000+polys#515830
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Gigaflop/s numbers mean nothing, those numbers give us no info about real world performance.
The sad thing is that a lot of devs I know don't have a clue how to exploit NG CPUs power and they are not that much informed about CPUs architecture.
As example: first time I ported our old CPU skinning code from PC/XBOX to PS2 I profiled it and observed main character skinning (7000 polys) on PS2 took 20 ms!! A full PAL frame!
The same code on XBOX run 10 time faster, It was just running on EE and it didn't make any use of some fancy vector unit, no DMA, no data customization/reordering.
Now, after making some use of VU0 and DMA engine it takes about 2 ms, it's an order of magnitude faster than before and probably it could be, if further optmized, 2x faster than that.
'Exotic' new architectures need a lot of custom work but I believe this time things will not be THAT different between X360 and PS3 like it was on XBOX/PS2.
I'm not saying I agree - but then again, I know nothing of programming anyway. the discussion on TXB is also interesting.
edit: Oh, the actual source is nAo on Beyond3D
http://www.beyond3d.com/forum/viewtopic.php?p=515830&highlight=7000+polys#515830
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