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Originally Posted by gatti-man
That 22gb is uncompressed. A 360 game uncompressed would take up the same amount of space.
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Everything you've stated -- with the sole exception of a single opinionated comment (ie. "ugly textures") -- is comprehensively wrong.
Something to contemplate is that when you work with uncompressed data, the systems relative bandwidth shrinks by the reciprocal of the compression ratio. Just because you have the room to store data uncompressed (a comment, which, in itself, is wrong) doesn't imply that you would, could, or should. In reality, the PlayStation3 is quite balanced and inline with PS2’s ratios; it's the competition which is so unbalanced by its use of DVD that the comparison makes it look relatively skewed.
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Originally Posted by gatti-man
On the plus side having uncompressed code (as long as it isnt lazy programming) will definitly be a plus for the ps3. This allows the processors to not have to decompress the code freeing up some processing power. Unfortunately the ps3 architecture of split ram will most likely negate this positive sicne you will only have 256mb for textures.
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Several problems here:
(1) There is
no global downside to compression on PS3. The RSX has hardwired functionality to decompress S3TC|DXTx at a speed which can saturate the cache; to not use it is unheard of.
(2) RSX has hardwired logic, to not use it is wasting gates. Cell rips threw compressed data; the types of decompression that are applicable here constitute a fraction of a frame's processing time.
(3) PlayStation 3's memory architecture is NUMA-like, from the perspective of each processor; there is 512MB of RAM. It appears as a logically unified 512MB, but with a preformance differential between each pool's access speeds. The RSX can store and fetch textures from all available RAM pools.
Just to demonstrate how off-base your comment was, there are cases in which frame buffer access saturates the GDDR bandwidth and textures are stored and streamed from the XDR over FlexIO.