VS = Vertex Shader
PS = Pixel Shader
Instructions/ALU
RSX = 2 per VS x 8 VS = 16
RSX = 5 per PS X 24 PS = 120
Xenos = 2 per ALU X 48 ALU = 96
Operations / ALU
RSX = 5 per VS X 8 VS = 40
RSX = 10 per PS X 24 PS = 240
Xenos = 5 per ALU X 48 ALU = 240
FLOPS / ALU
RSX = 10 per VS X 8 VS = 80
RSX = 27 per PS X 24 PS = 648
Xenos = 10 per ALU X 48 ALU = 480
Instructions / clock
RSX = 16 per clock per VS X 8 VS = 128
RSX = 120 per clock per PS X 24 PS = 2880
Xenos = 96 / ALU X 48 ALU = 4608
Operations / clock
RSX = 40 per clock per VS X 8 VS = 320
RSX = 240 per clock per PS X 24 PS = 5760
Xenos = 240 per clock per ALU X 48 ALU = 11,520
FLOPS / clock
RSX = 80 per clock per VS X 8 VS = 640
RSX = 648 per clock per PS X 24 PS = 15,552
Xenos = 480 per clock per ALU X 48 ALU = 23,040
Instructions / second
RSX = 8.8B per VS per second X 8 VS = 70.4
RSX - 66B per PS per second X 24 PS = 1584
Xenos = 48B per second per ALU X 48 ALU = 2304
Operations / second
RSX = 22B per second per VS X 8 VS = 176
RSX = 132B per second per PS X 24 PS = 3168
Xenos = 120B per second per ALU X 48 ALU = 5760
Floating Point Operations / Second
RSX = 44B per second per VS X 8 VS = 352
RSX = 356B per second per PS X 24 PS = 8544
Xenos = 240B per second per ALU X 48 ALU = 11,520
trzeba jeszcze dodac ze nie mozna poroownywac wydajnosci na podstawie tych liczb, poniewaz rooznica wynika z tego ze w normalnych warunkach standardowe shadery nie sa w stanie nawet zblizyc sie do tych liczb a zunifikowane tak.