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Author Topic: ATI & MS unviel xbox360 gpu official  (Read 8197 times)

Offline QuDDus
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ATI & MS unviel xbox360 gpu official
« on: May 20, 2005, 05:21:53 AM »
http://www.techreport.com/etc/2005q2/xbox360-gpu/index.x?pg=1

Looks like the numbers that where said before where actually downplayed.  Actually has double the TFLOP performance.
 
oops just realized this is not console forum my bad.
can someone move this?
« Last Edit: May 20, 2005, 05:47:43 AM by QuDDus »
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Offline THX
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ATI & MS unviel xbox360 gpu official
« Reply #1 on: May 20, 2005, 05:57:25 AM »
Yea, def don\'t sleep on ATi.  Those Canucks really know their graphics.

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Offline QuDDus
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ATI & MS unviel xbox360 gpu official
« Reply #2 on: May 20, 2005, 06:26:03 AM »
Quote
This logic is made up of 192 component processors capable of doing the basic math necessary for multisampled antialiasing.


Thats means the EDRAM has 192 processors of it\'s own that do one op per clock, for an additional 96 Billion ops per second.
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Offline Riku
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ATI & MS unviel xbox360 gpu official
« Reply #3 on: May 20, 2005, 06:42:46 AM »
What\'s funny, to me anyway, is that this gpu is very much custom built for the 360 unlike the PC-like RSX.  I believe there were quite a few people who called it the other way around.
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Offline clips

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ATI & MS unviel xbox360 gpu official
« Reply #4 on: May 20, 2005, 06:46:32 AM »
ok so what does this mean in terms of power vs the ps3?
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Offline Riku
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« Reply #5 on: May 20, 2005, 07:00:58 AM »
Right now there\'s not enough info on the RSX to make a fair comparison, and, again, you\'re talking about two vastly different architectures.

If you want an early assessment of the ATi offering head over to beyond3d.com;  the unanimous reaction is that the R500 is more powerful than initially thought.
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Offline JBean
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« Reply #6 on: May 20, 2005, 07:04:43 AM »
Quote
This logic is made up of 192 component processors capable of doing the basic math necessary for multisampled antialiasing. If I have it right, the component processors should be able to process 32 pixels at once by operating on six components per pixel: red, green, blue, alpha, stencil, and depth. This logic can do the resolve pass for multisample antialiasing right there on the eDRAM die, giving the Xbox 360 the ability to do 4X antialiasing on a high-definition (1280x768) image essentially for "free"—i.e., with no appreciable performance penalty. The eDRAM holds the contents of all of the back buffers, does the resolve, and hands off the resulting image into main system memory for scan-out to the display.


So far it\'s hard to tell what improvement this holds over Nvidia & Sonys design.  And Nvidia hasn\'t even mentioned what  hit (if any) antialiasing has on overall performance.

And it seems Cell is going to have a lot to do with graphics as well.  Scenes will be rendered on RSX, then shuttled back to Cell for additional effects (antialiasing, motion blur, HDR..etc).  So far it seems like Xbox360 dosen\'t have this sort of flexibility.  It\'s gonna be interesting once all the info is out there for both systems to see how they stack up.. because they are so different.
« Last Edit: May 20, 2005, 07:07:32 AM by JBean »

Offline QuDDus
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« Reply #7 on: May 20, 2005, 07:07:18 AM »
Quote
Originally posted by clips
ok so what does this mean in terms of power vs the ps3?


There is no power debate. When it comes down to graphical ability.  Both console will output basicly the same graphical ability. It will come down to which console was design to better harness the graphical power.

Get both and all is solved.
« Last Edit: May 20, 2005, 07:08:42 AM by QuDDus »
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Offline QuDDus
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« Reply #8 on: May 20, 2005, 07:16:07 AM »
Quote
Originally posted by JBean
So far it\'s hard to tell what improvement this holds over Nvidia & Sonys design.  And Nvidia hasn\'t even mentioned what  hit (if any) antialiasing has on overall performance.

And it seems Cell is going to have a lot to do with graphics as well.  Scenes will be rendered on RSX, then shuttled back to Cell for additional effects (antialiasing, motion blur, HDR..etc).  So far it seems like Xbox360 dosen\'t have this sort of flexibility.  It\'s gonna be interesting once all the info is out there for both systems to see how they stack up.. because they are so different.


Thats why their is 10mb of edram. It will handle GPU tasks. The xbox cpu won\'t have to worry about doing anything because the gpu does it all. How can you not see this as an advantage?
« Last Edit: May 20, 2005, 07:23:22 AM by QuDDus »
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Offline clips

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ATI & MS unviel xbox360 gpu official
« Reply #9 on: May 20, 2005, 08:01:41 AM »
Quote
Originally posted by QuDDus
Thats why their is 10mb of edram. It will handle GPU tasks. The xbox cpu won\'t have to worry about doing anything because the gpu does it all. How can you not see this as an advantage?


damn qdog you\'re tryin to reel me in with all this techno s**t..let me try my hand at this....so if what you\'re sayin is true..maybe that is what the problem was with the playstation\'s ee right?..since the ee was doin so much at one time...so what you\'re sayin is that the box has memory that\'s used for all of that crap *effects, physics etc* without the gpu takin on alot of stress...uhm right?
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Offline QuDDus
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« Reply #10 on: May 20, 2005, 08:28:33 AM »
Well the cell is seems to be powerful. We won\'t fully know it\'s capabilities until developers start puting it to use. We all know how much the cell was hyped last time around.

Overall I see each console having it advantages and disadvantages. The cell will be able to pick up the slack of the gpu. Depending how powerful the cell is will determine if can bridge the gap or not.

Again both console are designed very differently. And it is truly undetermined yet which console design will put out the best output. I guess we will just have to wait and see.
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Offline JBean
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ATI & MS unviel xbox360 gpu official
« Reply #11 on: May 20, 2005, 09:10:41 AM »
i\'m not saying it\'s not an advantage having the Edram directly on the GPU.  I was just pointing out that maybe Cell was going to have more of a part in graphics than Xbox360\'s CPU since it\'s a more powerfull chip and has more bandwidth.  Read around beyond3d and you\'ll see what people are saying.

Offline Unicron!
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« Reply #12 on: May 20, 2005, 09:14:06 AM »
Quote
Originally posted by Rikku
What\'s funny, to me anyway, is that this gpu is very much custom built for the 360 unlike the PC-like RSX.  I believe there were quite a few people who called it the other way around.
I thought Nvidia was developing the RSX in the PS3 with the console\'s specs in mind

Offline Riku
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« Reply #13 on: May 20, 2005, 09:35:30 AM »
That\'s not the case.

EDIT: Let me elaborate before this thread goes spinning wildly out of control.

What I mean is that the RSX is not a custom solution, and it\'s not PS3 exclusive.  It\'s just a derivative of Nvidia\'s G70.  It will work well with the Cell, but there\'s already alot of speculation that it might not be as efficient as a custom solution could have been.

R500, however, was built from the ground up for the 360.  MS owns the technology in it, and has patented several bits, so you won\'t see the same thing in the PC when the R600 rolls out.

For further clarification I suggest browsing the forums at Beyond3d.  There are many threads on the subject already.
« Last Edit: May 20, 2005, 09:43:24 AM by Riku »
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Offline Knotter8
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« Reply #14 on: May 20, 2005, 09:55:28 AM »
But eh.... Mr. Allard does take the focus off the graphics in this interview

I\'m not saying it\'s \'damage control\' but it does say alot about how MS will want to position the 360, knowing about the competition.

about the gpu\'s ; the crucial difference will be the unified shaders vs non unified shaders. That\'s the main difference of approach Ati and Nvidia bring to the table.
« Last Edit: May 20, 2005, 09:57:39 AM by Knotter8 »
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