PS3 vs 360 = DX9 vs DX10? | |
"Andrew" <spamtrap@127.0.0.1> ha scritto nel messaggio
news:c9642352llar5cli30one7ica3vjavfbh1@4ax.com...
> On Sun, 15 Apr 2007 11:16:43 +0300, "MS"
> <mikael.sillman@elisanet.POISTA.fi> wrote:
>
>>The GPu in PS3 in "only" DX9 cabable, right? Not that PS3 games would use
>>DX9, but the features the GPU offers are only DX9, right? Where as 360
>>offers a true DX10 experience?
>
> Both the 360 and PS3 are based on DX9 GPU's.
false
*XENOS capabilities... 4K instruction slots (shared between VS and PS),
greater than 500K maximum number of instructions executed, has instruction
prediction, 64 temporary registers, 512 consant registers (shared between VS
and PS), has static flow control, has dynamic flow control, had a 4 dynamic
flow control depth or 2^23 if nesting, has vertex texture fetch (dependant
fetches and all formats), 32 surface shared pool where textures consumes 1
entry and vertex consumes 1/3 of a entry so maximum of 32 texture or 96
vertex, has geometry instancing, has no dependant texture limits or texture
instruction limits, has position registers, has 16 interpolated registers,
has arbitrary swizzling, has gradient instructions, has loop count
registers, and has face registers (2 sided lighting). What does all that
mean? Don't ask... it would take too long to describe everything, but all
this does mean it EXCEEDS VS3.0 and PS3.0 specifications. |