Dominator18
Semiprofi
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- Mitglied seit
- 31.01.2005
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Xenos VS RSX (with 500MHz core and 650MHz memory):
Triangle Setup
Xenos - 500 Million Triangles/sec
RSX - 250 Million Triangles/sec
Vertex Shader Processing
Xenos - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xenos - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
RSX - 1.0 Billion Vertices/sec
Filtered Texture Fetch
Xenos - 8.0 Billion Texels/sec
RSX - 12.0 Billion Texels/sec
Vertex Texture Fetch
Xenos - 8.0 Billion Texels/sec
RSX - 4.0 Billion Texels/sec
Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xenos - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xenos - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
RSX - 16.0 Billion Pixels/sec
Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xenos - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
RSX - 24.0 Billion Pixels/sec
Multisampled Fill Rate
Xenos - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
RSX - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)
Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xenos - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
RSX - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)
Pixel Fill Rate without Anti-Aliasing
Xenos - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
RSX - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
Frame Buffer Bandwidth
Xenos - 256.0 GB/sec (dedicated for frame buffer rendering)
RSX - 20.8 GB/sec (shared with other graphics data: textures and vertices)
RSX - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
RSX - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)
Texture/Vertex Memory Bandwidth
Xenos - 22.4 GB/sec (shared with CPU)
Xenos - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xenos - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
RSX - 20.8 GB/sec (shared with frame buffer)
RSX - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
RSX - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
Shader Model
Xenos - Shader Model 3.0+ / Unified Shader Architecture
RSX - Shader Model 3.0 / Discrete Shader Architecture
Hier könnt ihr euch auch noch andere Einzelheiten durchlesen.
http://www.forum-3dcenter.org/vbulletin/showthread.php?t=355877