You are wrong with those #'s. THe 360 gpu can push more vertices and polygons than the RSX, ALOT more. The 360 gpu operates at 90-95%efficiency, where as the RSX operates at 50-60% (RSX=OLD TECH). So even if the RSX had higher theoretical #'s it would never acheive 60+% of that. So in the real world where I live the RSX is weaker and the games show it my friend.
Xenos Specs:
337 million transistors in total
500 MHz 10 MiB daughter embedded DRAM (eDRAM) framebuffer on 90 nm process
NEC designed eDRAM die includes additional logic for color, alpha blending, Z/stencil buffering, and anti-aliasing
105 million transistors [2]
8 Render Output units
500 MHz parent GPU on 90 nm TSMC process of total 232 million transistors
48-way parallel floating-point dynamically-scheduled shader pipelines[3]
Unified shader architecture (each pipeline is capable of running either pixel or vertex shaders)
2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, co-issued)
10 FLOPS per pipeline per cycle
48 billion shader operations per second theoretical maximum (2 ALU x 48 shader pipelines x 500 MHz)[3]
240 GFLOPS (10 FLOPS x 48 shader pipelines x 500 MHz)[4]
MEMEXPORT shader function
Support for a superset of DirectX 9.0c/API DirectX XBOX 360, and Shader Model 3.0/3.5
16 filtered and 16 unfiltered texture samples per clock
Maximum vertex count: 1.6 billion vertices per second
Maximum polygon count: 500 million triangles per second[3]
Maximum texel fillrate: 8 gigatexel per second fillrate (16 textures x 500 MHz)
Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)[1]
Maximum Dot product operations: 24 billion per second
RSX Specs:
500 MHz G70 based GPU on 90 nm process[1]
300 milllion transistors total
Multi-way programmable parallel floating-point shader pipelines
Independent pixel/vertex shader architecture
24 parallel pixel pipelines
5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)
27 FLOPS per pipeline per cycle
8 parallel vertex pipelines
2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)
10 FLOPS per pipeline per cycle
Announced: 74.8 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 550 MHz )
Calculated: 68 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 500 MHz )
Announced: 1.8 TFLOPS (trillion floating point operations per second)
Calculated: 364 GFLOPS ( ((27 FLOPS x 24 pixel pipelines) + (10 FLOPS x 8 vertex pipelines)) x 500 MHz )
8 Render Output units
24 filtered and 32 unfiltered texture samples per clock
Maximum vertex count: 1 billion vertices per second (8 vertex x 500 MHz / 4)
Maximum polygon count: 333.3 million polygons per second (1 billion vertices per second / 3 vertices per tirangle)
Maximum texel fillrate: 12 gigatexel per second fillrate (24 textures x 500 MHz)
Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)
Maximum Dot product operations: 33 billion per second
128-bit pixel precision offers rendering of scenes with high dynamic range imaging
128-bit memory bus width to 256-MiB GDDR3 VRAM
Memory clock: 1.3 GHz (650 MHz × 2)[2]
Maximum bandwidth bitrate: 20.8 GB per second
Support for a superset of DirectX 9.0c/API and Shader Model 3.0
As you can see the Xenos trumps the RSX in vertices and polygon count, and also sports a higher shader model. Look at the games they are the proof, that Xenos is very efficient and trumps NVidias sad offering.
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