▁works . ▁The ▁G 7 0 ▁only ▁supports ▁rendering ▁to ▁local ▁memory , ▁while ▁the ▁R S X ▁is ▁able ▁to ▁render ▁to ▁both ▁system ▁and ▁local ▁memory . ▁Since ▁rendering ▁from ▁system ▁memory ▁has ▁a ▁much ▁higher ▁laten cy ▁compared ▁to ▁rendering ▁from ▁local ▁memory , ▁the ▁chip ' s ▁architecture ▁had ▁to ▁be ▁modified ▁to ▁avoid ▁a ▁performance ▁penalty . ▁This ▁was ▁achieved ▁by ▁en larg ing ▁the ▁chip ▁size ▁to ▁accommod ate ▁larger ▁buff ers ▁and ▁c aches ▁in ▁order ▁to ▁keep ▁the ▁graphics ▁pipeline ▁full . ▁The ▁result ▁was ▁that ▁the ▁R S X ▁only ▁has ▁ 6 0 % ▁of ▁the ▁local ▁memory ▁band width ▁of ▁the ▁G 7 0 , ▁making ▁it ▁necessary ▁for ▁developers ▁to ▁use ▁the ▁system ▁memory ▁in ▁order ▁to ▁achieve ▁performance ▁targets . ▁ ▁Other ▁R S X ▁features / d iffer ences ▁include : ▁▁ ▁More ▁sh ader ▁instructions ▁ ▁Ext ra ▁texture ▁lookup ▁logic ▁( hel ps ▁R S X ▁transport ▁data ▁from ▁X DR ) ▁ ▁Fast ▁vector ▁normal ize ▁ ▁Press ▁releases ▁Sony ▁staff ▁were ▁quoted ▁in ▁Play Station ▁Magazine ▁saying ▁that ▁the ▁" RS X ▁shares ▁a ▁lot ▁of ▁inner ▁work ings ▁with ▁N VID IA ▁ 7 8 0 0 ▁which ▁is ▁based ▁on ▁G 7 0 ▁architecture ." ▁Since ▁the ▁G 7 0 ▁is ▁capable ▁of ▁carrying ▁out ▁ 1 3 6 ▁sh ader ▁operations ▁per ▁clock ▁cycle , ▁the ▁R S X ▁was ▁expected ▁to ▁feature ▁the ▁same ▁number ▁of ▁parallel ▁pixel ▁and ▁vertex ▁sh