commariodore64 said:At what cost? Also - having textures stored in RAM is MUCH quicker and has no hit on the CPU, correct? So, while texture streaming is a great thing (Many current 360 and PS3 engines implement it to varying degrees) it is not as efficient or as desirable as having physical RAM to spare due to the hits taken elsewhere in engine performance (where the spe's come in handy - but require RAM as well to use)
Correct me if I'm wrong (and I've made my share of mistakes) but The PS3 has 22.4 GB/s of GDDR3 bandwidth and 25.6 GB/s of RDRAM bandwidth for a total system bandwidth of 48 GB/s where Xbox 360 has 22.4 GB/s of GDDR3 bandwidth and a 256 GB/s of EDRAM bandwidth for a total of 278.4 GB/s total system bandwidth.
This has been addressed earlier within this thread. That's internal bandwidht for the Xenos' daughter chip, similar the Cell has an even greater internal bandwidth. They can be used for similar purposes (of course the Cell has many other purposes in addition), but the approach in doing so is very different. The 360 approach is far easier to get into for developers using legacy Windows orientated game engines, the PS3 approach is far more powerful.
With regard to shared memory vs 'dedicated memory', for the PS3's CPU (Cell) the 'dedicated memory' approach is crucial especially with regard to latencies. The XDR has much lower lantecies, for the GPU (RSX) latencies are less important (also larger than usual caches), so the GDDR3 is just fine.
With regard to bandwidth note the PS3 GPU can use GDDR3 and XDR RAM simultaneously, such an approach increases graphics memory as well as bandwidth!
On the XBox 360 GPU ideally you don't have to resort to tiling (meaning you have to constantly feed parts of data from the main RAM to the EDRAM for adding effects like AA, tiling is when you only fully render a portion of a frame/screen at a time), which drains a lot of performance when you want to achieve solid framerates (but sadly can't be done in high resolutions like even 720p, due to its 10 MB size). The EDRAM is used for adding effects like AA, without tiling this can be done with very little peformance penalty, but if you have to do tiling it becomes performance draining. Hence even 3rd generation exlcusive 360 games like Halo 3 or Forza 2 have no AA, yet cheap (performance wise) AA is one of the EDRAM's most touted advantages. For Halo 3 they added HDR instead, but also reduced the rendering resolution to 640p.
Because they are so different, basically games fully designed for the 360's architecture can easily result in weak PS3 ports. Multi-platform games lead on the PS3 (taking into account the 360's abilities) can be expected to result in both good PS3 as well as 360 versions. But PS3 exclusives can be pushed far beyond anything the 360 will be able to achieve.