LordOfChaos
Member
My god.. I've never been quoted so much. I just added a legend. ._.
Err, how about one more

You may have explained this somewhere in the last dozen pages, but the PS3:360 GPU graph?
http://www.techpowerup.com/gpudb/1919/xbox-360-gpu.html
http://www.techpowerup.com/gpudb/1682/rsx-reality-synthesizer.html
The only thing it came out ahead on was TMUs, in terms of shading or vertex the 360s unified shader advantage was usually too much, plus a bit more execution hardware in general (iirc 240Gflops on shaders vs 190 + whatever for the vertex [I feel like 230 total]). To get to the RSX's theoretical max, devs would have to split pixel:vertex work exactly how the RSX was configured, while the unified shader 360 could handle whatever mix. The eDRAM also helped put it over. I'd almost flip their graphs entirely on the GPU side. Much of Cells late life was spent just making up for RSX.
As for the Cell....That's quite a jump. I'd go with this if we're doing what the Cell was best at.
