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Ritter
RSX Memory Bottleneck
Developers were using 7800GTX for development, The RSX uses Nvidia’s G70 and performance programmable shader performance is very high. But the memory interface is 128-bit, in addition 8 ROP (Rasterizing Operation). It can be said that the RSX has a shader equivalent of a high-end PC with mid-range memory bandwidth. For that reason, due to the GPU high shader performance there is a bottleneck to the ROP memory and is causing a bottleneck. “For lower resolutions it is a fantastic GPU, but it gets difficult for high end HDTV resolutions”, says a developer.
The biggest impact is the HDR and FSAA, the memory bottleneck becomes hard for PC levels of HDR and FSAA, to overcome this hurdle developers are using memory from the Cell for textures, and using FlexIO as a texture lead to reduce GPU bandwidth issues.
Developers are having exactly opposite problems then that of the PS3 and 360 as far as GPU performance is concerned. While there memory bandwidth issues with the PS3, they have great shader performance. For the 360, they have little memory bandwidth issues with the 10MB eDRAM, and less FSAA issues. But some developers are having issues with a lack of shader ALU performance and threading resources, however performance will increase as developers get more familiar with unified shader architecture.
However, all hardware has its limitations, and the real difference should be felt as the two systems get mature. For the PS3, developers are having concern if they can truly exhibit the difference in power between the PS3 & Xbox 360 due to technical hurdles.
Naja, man hat es ja schon lange an den Screens der Spiele gesehen aber nochmal ein aufrichtiges "Danke Sony" von meiner Seite her. Ihr macht es mir wirklich ausgesprochen leicht den Preis von 600€ für das Hardware Wunder PS3 lieber in der Tasche zu halten. 600€ ist mir die Bottle Neck Atom Station 3 nicht mehr ansatzweise wert, da warte ich doch lieber bis ein paar weitere Jahre ins Land gehen und das ganze zu einem angemessenem Preis bei passender Software Basis zu haben ist. Und ja, falls sich wer dunkel an den Launch der PS2 erinnert, erinnert sich vielleicht auch an die "PS2 Vram" Diskussionen, die sich als mehr als berechtigt erwiesen haben. Wie wir alle wissen hat die PS2 die miesesten Texturen der last gen Systeme und die parallelen PS2 <=> PS3 Texturen aufgrund von suboptimaler Hardware Architektur sind doch irgendwie erschreckend,...
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