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|11th July 2005, 16:28||#1|
Join Date: Mar 2004
Nvidia, PS3 and the future of PC game graphics
'At the time consoles are announced, they are so far beyond what people are used to, it's unimaginable,' David comments. 'At the time they're shipped, there's a narrower window until the next PC architecture.' In other words, RSX looks incredible now, but when it launches, there'll be a smaller time until PC looks better.
It's far harder to design a unified processor - it has to do, by design, twice as much. Another word for 'unified' is 'shared', and another word for 'shared' is 'competing'. It's a challenge to create a chip that does load balancing and performance prediction. It's extremely important, especially in a console architecture, for the performance to be predicable. With all that balancing, it's difficult to make the performance predictable. I've even heard that some developers dislike the unified pipe, and will be handling vertex pipeline calculations on the Xbox 360's triple-core CPU.
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