Originally Posted by jlippo
Xenos has 32KB of texture cache and thus in recommended not to use trilinear with anisotropic filtering and if trilinear is used to use method which blends only very near mipmap is changed.
Simply put, when the cache is trashed the GPU stalls and you waste a lot of good rendering time.
Also all textures reside within main memory...
Oh, now I know why distant objects look so bad on the 360. You really solved the puzzle man! One of the little few things I have to complain about this console's graphics is exactly that and the little use of tesselations. Other than that, Xbox 360 could almost be compared side by side with PC platform IMO, but not bad for a 5 year-old hardware.
One more thing: do you think having unified memory architecture is really more efficient than the usual split pool memory found on the PS3?
PS: I will read and try to understand all those suggested links.