gimli of gloin
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mmmm i dunno, a pc would be a good choice.
Counter-Strike said:NONE of them, console gaming = bad!
'Feldstein cited several major areas of innovation where the Xbox 360 GPU breaks new ground. The first of those is the chip's unified shader array, which does away with separate vertex and pixel shaders in favor of 48 parallel shaders capable of operating on data for both pixels and vertices. The GPU can dynamically allocate shader resources as necessary in order to best address a computational constraint, whether that constraint is vertex- or pixel-related.
This sort of graphics architecture has been rumored as a future possibility for some time, but ATI worried that using unified shaders might cause some efficiency loss. To keep all of the shader units utilized as fully as possible, the design team created a complex system of hardware threading inside the chip itself. In this case, each thread is a program associated with the shader arrays. The Xbox 360 GPU can manage and maintain state information on 64 separate threads in hardware. There's a thread buffer inside the chip, and the GPU can switch between threads instantaneously in order to keep the shader arrays busy at all times.
This internal complexity allows for efficient use of the GPU's computational resources, but it's also completely hidden from software developers, who need only to write their shader programs without worrying about the details of the chip's internal thread scheduling. '
If I have read it once, I have read it a thousand times, “The Xbox 360 is just ATI’s next generation (fill in favorite code name here) GPU.” The simple answer to that is, “No it is not.” While most modern GPUs share many architectural similarities, Bob Feldstein and Chris Evenden of ATI went out of their way to explain to me, no matter how hard I tried to convince them otherwise, that the Xbox 360 GPU is very much an original creation. While some will try to tell you that is it simply a modified DirectX 9 GPU, you might be interested to learn that the only API spec that the Xbox 360 hardware meets is its own API. That is correct, the Xbox 360 GPU only meets it own Xbox 360 API specifications. While of course some lessons learned in DX9 and upcoming DX10 were applied, the GPU of the Xbox 360 is very much its own and comparing it directly to anything in the PC world is simply “not right” according to Mr. Feldstein. Obviously, the Xbox 360 can be thought of as a very innovative solution specifically for the Xbox and only the Xbox.
One interesting thing that was said to me during our conversation was that 3D game content developers were relied on along the way as the GPU was designed. Not consulted with or talked to once in a while, but relied upon for their GPU functionality requests and feedback as to the GPUÂ’s implementation. Also keep in mind that Microsoft owns this technology and while there is certainly a good amount of technology sharing between ATI and Microsoft, Microsoft has the ability to make their own changes and take the part anywhere in the world to be fabricated. So while it is ATIÂ’s design, it is fundamentally MicrosoftÂ’s GPU. All this and more indicates that the Xbox 360 GPU is truly a unique GPU.
The “small” 10MB of Smart 3D memory that is currently being built by NEC will have an effective bus rate between it and the GPU of 2GHz. This is of course over 3X faster that what we see on the high end of RAM today.
Inside the Smart 3D Memory is what is referred to as a 3D Logic Unit. This is literally 192 Floating Point Unit processors inside our 10MB of RAM. This logic unit will be able to exchange data with the 10MB of RAM at an incredible rate of 2 Terabits per second. So while we do not have a lot of RAM, we have a memory unit that is extremely capable in terms of handling mass amounts of data extremely quickly. The most incredible feature that this Smart 3D Memory will deliver is “antialiasing for free” done inside the Smart 3D RAM at High Definition levels of resolution.
The Smart 3D Memory can also compute Z depths, occlusion culling, and also does a very good job at figuring stencil shadows.
Now remember that all of these operations are taking place on the Smart 3D Memory so they will have very little impact on the workload GPU itself. You may now be asking yourself what exactly the GPU will be doing.
First off, we reported on page 2 in our chart that the capable “Shader Performance” of the Xbox 360 GPU is 48 billion shader operations per second. While that is what Microsoft told us, Mr. Feldstein of ATI let us know that the Xbox 360 GPU is capable of doing two of those shaders per cycle. So yes, if programmed correctly, the Xbox 360 GPU is capable of 96 billion shader operations per second. Compare this with ATI’s current PC add-in flagship card and the Xbox 360 more than doubles its abilities.
PC hardware had it's big jump in the last 12 months. Like i got my current gaming rig, and I am hopping to get another 18 months to 2 years out of it before i have to change MoBo + CPU. MAYBE one more APG vidio card before the next upgade upgrade.uzi9mm said:But around the time when they come out, PC hardware will advance too!