Final RSX vs Xenos Comparison


Recommended Posts

Dots per Second:

RSX = 51 Million (when combined with CPU theoritical)

Xenos: 33.6 Million (When Combined with CPU theoritical)

Shaders per Second:

RSX = 100 Billion (Announced, with CPU combination theoritical)

Xenos: 96 Billion (Tested, with CPU Combination Theoritical)

Transistors:

RSX = 310 million (Announced)

Xenos = 337 million (Tested)

Mhz:

RSX = 540 MHZ (announced)

Xenos = 500 Mhz (Tested)

GPU Cores:

RSX = 1 GPU Core

Xenos = 2 GPU Cores (Main die + daughter die(eDram))

Efficiency (Announced):

RSX = Not Announced (Based on G70 - 60% realtime efficiency based on all high end GPUs)

Xenos = Announced (Based on Unified Architecture - 90-95% realtime efficiency compared to high end GPUs)

Efficiency Factor: It will take Xenos 1 generation to output Max theoritical Graphics and it will take around 3 generations for RSX to generate Max theoretical Graphics

Link to comment
https://www.neowin.net/forum/topic/353712-final-rsx-vs-xenos-comparison/
Share on other sites

final? rsx isnt even final yet so i cant see how a comparison including rsx can be final :laugh:

"Efficiency Factor: It will take Xenos 1 generation to output Max theoritical Graphics and it will take around 3 generations for RSX to generate Max theoretical Graphics"

says who? bill gates? :whistle:

final? rsx isnt even final yet so i cant see how a comparison including rsx can be final :laugh:

"Efficiency Factor: It will take Xenos 1 generation to output Max theoritical Graphics and it will take around 3 generations for RSX to generate Max theoretical Graphics"

says who? bill gates? :whistle:

586322731[/snapback]

RSX is pretty much done considering Nvidia nailed down the G70 gpu for some time now. They have also taped out their 90nm parts which may also include the RSX.

About that quote, I think that is one interpretation of one comment by a dev, I'm not sure where I read it. :unsure:

and in the end, everyone is happy. :)

586322736[/snapback]

:yes:

and it doesnt seem like they have taken in consideration that the cell spes can work together with the gpu to handle stuff like aa and shaders for example..

if it wasnt for the last two parts i wouldnt doubt this was legit

i mean how can they state when something theoretical will happen as fact.. sounds very unlogical to me

besides..

some developers will max out the gpus very fast, others within a couple of years and a unlucky few will never do it, and that goes for all consoles.

Efficiency Factor: It will take Xenos 1 generation to output Max theoritical Graphics and it will take around 3 generations for RSX to generate Max theoretical Graphics

586322656[/snapback]

and how do you explain this one? the current xbox's graphics get better with each new release...i dont think you can make a statment like this

to much theory crap in there to make me believe any of it..remeber there once was a theroy that the world was flat too :rolleyes:

and it doesnt seem like they have taken in consideration that the cell spes can work together with the gpu to handle stuff like aa and shaders for example..

if it wasnt for the last two parts i wouldnt doubt this was legit

i mean how can they state when something theoretical will happen as fact.. sounds very unlogical to me

586324274[/snapback]

The dots per second figure includes the Cell processor. Notice that its higher.

That last two parts are essentially the same. The theoretically specs of traditional graphics cards and RSX will never be reached. Xenos may also not reach its theoretically max but its efficiency will be higher.

and how do you explain this one?? the current xbox's graphics get better with each new release...i dont think you can make a statment like this

to much theory crap in there to make me believe any of it..remeber there once was a theroy that the world was flat too:rolleyes::

586324290[/snapback]

Current Xbox's architecture is different from 360.

Efficiency factor: Explained: the output achievable from the Xenos because of its unified architecture and being made not solely as an Xbox architure board they can achieve very near 90% of those numbers. the reason is you see the current Xbox games are getting better and better every year in terms of graphics. Thats because they have coded for the GPU and know how to max it, the second and third time they will know even more about the hardware and output even more. So considering that 1st gen good developers can output great graphics near 3rd-4th gen near thier 1st or second try, its more likely the 1st gen games will output max graphics. 1st gen means up until end of 2006 and 3rd-4th gen is up until end of 2009 and by that time Xbox 3 will come out soon

Another Spec: Polygons / Second

RSX spec sheet says 1.1 billion vertices per second

Xenos spec sheet says 500 million triangles per second

Here are some qoutes:

Xenos can actually rasterize and display 500 million textured vertices/polygons per second with some level of pixel shaders - in realworld situations. 90% of this should be possible in games (450 million)

in the same comparison, in realworld situations with pixel shaders, the Radeon X800 and X850 might struggle to sustain 100 million vertices/polygons in the realworld, in games.

the 700 million figure for X800 is maximum amount of transformed vertices per second - not the amount of polygons it can fill, light, shade and display on screen. if we compare this (the transformed figure) to what Xenos can do, it's 6 billion (or 6000 million) transformed vertices/sec. - both figures are kind of useless. but it shows us that Xenos is much more powerful

the fact is, Xenos will be able to render and display many more polygons per second (400 to 450 million) in games than Radeon X800 or X850 can (100 million or less)

Edited by OrangeSoul
Efficiency factor: Explained: the output achievable from the Xenos because of its unified architecture and being made not solely as an Xbox architure board they can achieve very near 90% of those numbers. the reason is you see the current Xbox games are getting better and better every year in terms of graphics. Thats because they have coded for the GPU and know how to max it, the second and third time they will know even more about the hardware and output even more. So considering that 1st gen good developers can output great graphics near 3rd-4th gen near thier 1st or second try, its more likely the 1st gen games will output max graphics. 1st gen means up until end of 2006 and 3rd-4th gen is up until end of 2009 and by that time Xbox 3 will come out soon

Another Spec: Polygons / Second

RSX spec sheet says 1.1 billion vertices per second

Xenos spec sheet says 500 million triangles per second

Here are some qoutes:

Xenos can actually rasterize and display 500 million textured vertices/polygons per second with some level of pixel shaders - in realworld situations. 90% of this should be possible in games (450 million)

in the same comparison, in realworld situations with pixel shaders, the Radeon X800 and X850 might struggle to sustain 100 million vertices/polygons in the realworld, in games.

the 700 million figure for X800 is maximum amount of transformed vertices per second - not the amount of polygons it can fill, light, shade and display on screen. if we compare this (the transformed figure) to what Xenos can do, it's 6 billion (or 6000 million) transformed vertices/sec. - both figures are kind of useless. but it shows us that Xenos is much more powerful

the fact is, Xenos will be able to render and display many more polygons per second (400 to 450 million) in games than Radeon X800 or X850 can (100 million or less)

586328477[/snapback]

Big deal, it doesn't make the xbox 360 any better than it is already just showing numbers that are questionable.... Why I say big deal is in my years of gaming and pc usuage and the introduction to newer and faster video cards there always seems to be one or the other edge, for instance ati can handle some games just as good as nvidia can like half life 2. Though Nvidia can handle doom 3 like its a walk in the park .

Basicly all i have to say, Numbers dont mean everything... :happy:

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • "77ee94b helium/windows: winsparkle updater (built-in auto-update support on Windows" If that's what I think it is, that is about the only thing that's been missing from this excellent browser. I guess I'll find out the next time I'm on a Windows machine.
    • Alphabet Raises $84.75 Billion To Feed Its AI Compute Hunger https://www.techtimes.com/articles/317953/20260607/alphabet-raises-8475-billion-feed-its-ai-compute-hunger-warren-buffetts-berkshire-buying.htm
    • Good point Anti-spoofing protection for cloud mailboxes Anti-spoofing technology in Microsoft 365 specifically examines forgery of the From header field (also known as the 5322.From address, From address, or P2 sender), because email clients show the From header value as the message sender. When Microsoft 365 has high confidence the From header is forged, the message is identified as spoofed. https://learn.microsoft.com/en...g-protection-spoofing-about
    • I sort of agree with you on that. I had a telescope - a real hefty thing, although only around 500CHF - that got me so fascinated about the stars and planets. I would stare for hours, amazed that I could see the craters of the moon or the rings of Saturn in "realtime" (quotations because, y'know, speed of light and whatnot). A friend of mine has a telescope like the one mentioned in the review, and the pictures are amazing to look at. But there is something missing for me. I may as well just go to NASA's website and look through their gallery.
    • As opposed to catching bad press because it's the engine's fault? The engine has all the tools a dev needs to optimize their game, Epic isn't gonna hold their hand to make sure they use them. Also, Epic isn't forcing anyone to use Lumen, Nanite or super high resolution meshes and textures. Just because Nanite can render meshes with millions of polygons doesn't mean you should use it like that, in fact, Epic recommends you avoid doing that. Most of the stuttering can easily be fixed by cutting down on unique materials by using master materials, using instanced meshes or combining meshes, generating a thorough PSO cache to allow shader pre-compilation and also managing what must be loaded and unloaded at runtime. It's up to the developer to set all that up properly and no the engine can't do all that for you that's not how any of this works.
  • Recent Achievements

    • One Month Later
      DJC50PLUS earned a badge
      One Month Later
    • Week One Done
      DJC50PLUS earned a badge
      Week One Done
    • Proficient
      Eric Biran went up a rank
      Proficient
    • Dedicated
      Conjor earned a badge
      Dedicated
    • Week One Done
      Windows Guy earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      493
    2. 2
      PsYcHoKiLLa
      246
    3. 3
      Steven P.
      72
    4. 4
      +Edouard
      69
    5. 5
      neufuse
      68
  • Tell a friend

    Love Neowin? Tell a friend!