And now to be on topic, a 500 PC ends up being junk. If your gonna go PC, do it right and give yourself a budget of 800-1000 so you can actually buy name brand parts that wont fry in a year.
Console Optimizations aren't myth, My first PC config was a Athlon x2 5000 and 2 7900 GT's in SLi with 2gb of ram. It could not keep up with gaming in the long run. Sure, it played oblivion and such titles better, but it really started to show it's age on later games to the point where to me they were unplayable on low settings and very jumpy frame rates.
I shall see how my current desktop will fair, i7 3930k, 16gb ram and 2gb GTX 680 as we move into this coming generation. I do actually feel that it could be very different this gen as my current PC does actually blow the consoles out of the water from the get go, but PC only and games that take advantage of PC might make my 680 become outdated in a few years.
ryangcnx-2
GTX 680 doesn't support DirectX 11.1 Level 11.1 features e.g Level 11.1 spec's 64 UAV slots, while 680's Level 11.0 spec's 8 UAV slots.
Nvidia Keplers are already behind the DX compute feature set.
Design issues with Geforce 7 and RSX. PS3 has CELL's SPUs to patch RSX's GpGPU issues.
"I could go on for pages listing the types of things the spu's are used for to make up for the machines aging gpu, which may be 7 series NVidia but that's basically a tweaked 6 series NVidia for the most part. But I'll just type a few off the top of my head:"
1) Two ppu/vmx units There are three ppu/vmx units on the 360, and just one on the PS3. So any load on the 360's remaining two ppu/vmx units must be moved to spu.
2) Vertex culling You can look back a few years at my first post talking about this, but it's common knowledge now that you need to move as much vertex load as possible to spu otherwise it won't keep pace with the 360.
3) Vertex texture sampling You can texture sample in vertex shaders on 360 just fine, but it's unusably slow on PS3. Most multi platform games simply won't use this feature on 360 to make keeping parity easier, but if a dev does make use of it then you will have no choice but to move all such functionality to spu.
4) Shader patching Changing variables in shader programs is cake on the 360. Not so on the PS3 because they are embedded into the shader programs. So you have to use spu's to patch your shader programs.
5) Branching You never want a lot of branching in general, but when you do really need it the 360 handles it fine, PS3 does not. If you are stuck needing branching in shaders then you will want to move all such functionality to spu.
6) Shader inputs You can pass plenty of inputs to shaders on 360, but do it on PS3 and your game will grind to a halt. You will want to move all such functionality to spu to minimize the amount of inputs needed on the shader programs.
7) MSAA alternatives Msaa runs full speed on 360 gpu needing just cpu tiling calculations. Msaa on PS3 gpu is very slow. You will want to move msaa to spu as soon as you can.
8. Post processing 360 is unified architecture meaning post process steps can often be slotted into gpu idle time. This is not as easily doable on PS3, so you will want to move as much post process to spu as possible.
9) Load balancing 360 gpu load balances itself just fine since it's unified. If the load on a given frame shifts to heavy vertex or heavy pixel load then you don't care. Not so on PS3 where such load shifts will cause frame drops. You will want to shift as much load as possible to spu to minimize your peak load on the gpu.
10) Half floats You can use full floats just fine on the 360 gpu. On the PS3 gpu they cause performance slowdowns. If you really need/have to use shaders with many full floats then you will want to move such functionality over to the spu's.
11) Shader array indexing You can index into arrays in shaders on the 360 gpu no problem. You can't do that on PS3. If you absolutely need this functionality then you will have to either rework your shaders or move it all to spu.
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Note that Radeon X19x0 has full speed 32bit compute and good shader branch preformance i.e. X1950 Pro (with similar GFLOPS as Xbox 360's Xenos) can run Crysis 2 similar to Xbox 360.
My point, pick a GPU that has foward looking designs.
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