[QUOTE="akuma303x"][QUOTE="makingmusic476"][QUOTE="akuma303x"][QUOTE="makingmusic476"] [QUOTE="Mordred19"]also, to clarify, the cell in the ps3 has only 6 SPEs available for gaming, one of the eight used for the OS and one other dormant, for rendundancy, they say. but I think the seventh SPE could be activated and used for games with a firmware update. devs could design games with the seven SPEs being used, and the games would just say something like "Gameplay requires PS3 system version so-and-so". seeing as updates can come on new game disks, online, or downloaded off of seperate flash drives, this update would be incredibly easy and widespread, making it practical. this seems like a likely event in the future.makingmusic476
Actually, this is not possible. The reason one SPE is reserved for "redundancy", as they say, is because back when the Cell was initially being manufactured there would be one faulty SPE on a vast majority of the Cells that were created. They didn't have the precision to make such a small and complex peice of hardware 100% correct a majority of the time. In order to drive down manufacturing costs, Sony decided to use all the Cells with at least 7 SPEs instead of just throwing a vast majority of them away. Because of this, they limited the active number of SPEs on the Cell to 7, instead of 8, and said the 8th is redundant, although it is only so if all 8 happen to work.  actually he was right. cell has 6 processors for games. and 1 for the os. the 8th was disabled to produce better yields in manufacturing. But your right about alot. What do you think about the GPU's? That's essentially what i said. The 8th was disabled to produce better yields because many of the Cells being produced had a faulty 8th SPE (well, one of the 8, these things happen, ya know). Instead of throwing them away, they just "disabled" one for the official ps3 specs, thereby making the faulty Cells available to put in ps3s.As for the gpus, from what i know, the main difference lies in the architecture. The 360s is more efficient, because it uses unified pixel/vertex shaders. You always have what you need, either a vertex or a pixel shader, and none are ever wasted. The RSX initially had a higher clock speed than the Xenos, and was considered to be overall stronger in terms of sheer brute power, but the Xenos was more efficient, as stated above. However, there have been rumors that the RSX's clockspeed was downgraded from the initial 550mhz to 500mhz (the Xenos is also clocked at 500mhz) just prior to launch (late summer or so). If this is true, then the Xenos would be more powerful, though just barely. However, neither nVidia nor Sony have yet to release the official specs of the RSX. Either way, the RSX and Xenos are so close that it really won't have any impact in the long run.Â
One other difference between the gpus lies in their ability to produce HDR and AA. The RSX, since it is an older nVidia model, is unable to run HDR and AA at the same time, where as the Xenos can. However, this ultimately doesn't matter, because (as i mentioned in my first post) the Cell can assist the RSX in graphical operations, which is quite unusual for a CPU. The example i used earlier was Ninja Theory using the Cell to emulate HDR so that the RSX can do AA. The Cell can assist in far more ways than just that, and this is where the potential of the ps3 lies, and how it will not only recieve a boost in physics, paricle effects, AI, etc. over the 360, but also in graphics. As the devs of Lair said, they just keep throwing more things on the SPEs. If they find they need more room on the RSX, they just plump something else on the SPEs. Of course, that is a far oversimplified way of looking at it.  As they can't put just anything on the RSX. Far from anything, actually.
One of the primary things that the Cell seems to excel at is preparation of data for the RSX. Basically, the Cell will do all the number crunching for the RSX, then the RSX just does the bare minimum of building the models, instead of having to do all the graphics calculations itself, like would normally happen with a gpu.
Actually, Sony had initially planned to include two Cell-like processors in the ps3. One is the Cell as we know it today, and one was a slightly modified processor that would essentially act as a super-powered GPU (much like the Cell is a super-powered CPU). How, development costs were rising too high, and they knew it would probably add another $100 to the ps3's manufacturing costs, so they scrapped the idea and ran to nVidia at the last minute. This is why the RSX is kind of rushed.
Of course, i am by no means an expert on any of this. I was a short-lived comp sci major last year. I loved the stuff in High School, but now that i'm in college, the actual developing bores the hell out of me. Now i'm a music major! :D Plan to write metal that will make your ears bleed one day. \m/ :twisted:
The rsx is actually more at a disadvantage than you believe. But your right the cell evens things out mostly. Could be. I'm not sure how many pixel and vertex shaders the RSX actually has. I know the Xenos has 48 unified shaders, but we'd need to konw the actual number of shaders the RSX has before we can say anything like that.And trust me, the Cell does a tad more than just even things out.
from Playstation universe on xeno's. it can generate twice the number of triangles per second, it can render half a billion more vertices per second, can deal with more pixels per second, it has a dedicated frame buffer, and (being an ATI card) it can handle anti-aliasing a lot better.
The RSX is very good with textures.
 these are numbers that will show. they are by no means small. but I think cell corrects any huge advantage. At least all info points to just that.
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