Metalmurphy said:
That is only obvious. But you wont see PCs performing like that (Killzone2 for example at that framerate) in 1 or 2 years, and thats enough time to be entertained alot with the PS3/Xbox360
And you know this how? Like I said. My system already is more powerful than PS3 as far as a vertex/fillrate/shader crunching. And the CPU's themselves are quite overhyped. The biggest advantage cell currently has right now is threading and physics. And the Xbox360 has the same advantages. Theoretical numbers dont always amount to real world performance.
RSX: 550 Mhz 24 Pipeline. 24x550=13,200 fillrate (Dual ALUS,)(Second ALU Shares texturing data) Great MAD performance) . ((Shared bandwith to System/GPU, 22.5 gigs of GPU Bandwith)
Xbox GPU: 500 Mhz 24 pipeline (Dual ALUS, Unified shaders, Should help aleviate vertex bottlenecks, The Big advantage of the Xbox2 is the embedded Dram which will give basically free framebuffer access for 2x/4xAA))
500x24 = 12,000 Fillrate
Current PC GPUS,
Geforce 6800 Ultra: 16 pipelines,(425 Mhz) 6 Vertex Units, 2 ALUS per pipe, (Second ALU shares Texture Data, 34 gigs of bandwith, 16x425 = 6800 Fillrate
SLI 6800 Ultra: 32x425=13,600 Fillrate ((This is why 6800 Ultra SLI rigs are early dev platforms)
X850 XT: 16 pipelines, (540 mhz) 6 vertex units: Dedicated ALU shader functions, 540x16=8640 fillrate, 36 gigs of bandwith.
7800GTX: 24 pipeline: (430 Mhz) 8 Vertex Units: (Dual ALUS, superior Mad Performance, and texture latencies of second ALU) 430x24 =10340 fillrate
SLI 7800GTX: 48x430 = 20,640 fillrate.
In 6 months. The 7800GTX will be obsoleted by new hardware that Nvidia themselves said will be faster than the RSX. Not to mention the 7800GTX SLI is already far superior in fillrate/bandwith. If you take a look at current PC rendering setups you'll see that its not going to take much to secure a faster graphic setup than whats available in current hardware. In Nvidia case they already have a superior (Albeit very expensive superior solutions)