http://forums.gametrailers.com/showthread.php?t=211558
First, lets debunk a few common misconceptions:
"The PS3 is more graphically advanced than the 360"
Fill rate is one of the primary ways to measure graphics performance - in essence, it's a number describing how many pixel operations you can perform. The fill rate on the PS3 is significantly slower than on the 360, meaning that games either have to run at lower resolution or use simpler shader effects to achieve the same performance. Additionally, the shader processing on the ps3 is significantly slower than on the 360, which means that a normal map takes more fill rate to draw on the ps3 than it does on the 360. And I'm not talking about small differences here, we're talking roughly half the pixel pushing power.
Is it just me or is this person just comparing the GPU? Devs and Sony have stated at graphical effects are able to be processed by the CPU (the cell), leaving much multitasking
Ok, fine, but the cell is like, super powerful"
In theory, sure, but in reality it doesn't work out that way. Game code simply doesn't split well across multiple processors. You can probably find a way to split a few things off fairly easily - put the audio on one processor, animation on another; but generally the breakup is always going to leave several of the SPUs idle or underutilized. On top of that, it's usually not CPU speed that restricts the visuals in games - it's fill rate.
That's what happens when you PORT a game. By building from the ground up, each processor can handle something different (i.e. physics or AI) and it's really the dev's choice whether SPU's are left on idle or not, meaning it depends on how they use it, not IF they can
"Uh, Blue Ray!"
Great for watching movies, but not so great for games. Getting data off the blue ray drive takes about twice as long as it does to get the same data off the 360's DVD drive. That translates into longer load times, or god forbid if your streaming from disk, tighter constraints on the amount of data you can stream.
This is where caching the data comes in. There's a reason why Sony put harddrives in all ps3's. Now you can have both speed AND content
"But it's got a lot more space than DVD"
Ok, you got me there - it does have a lot more space, and there is the potential to use that to do something cool, but thats unlikely to be realized in any useful way. There are tons of compression techniques available for data and I'd personally rather be able to get my data faster than have more of it. Most developers who use the entire Blue Ray drive are doing it to work around other problems with the ps3 such as it's slow loading - for instance, in Resistance: Fall of Man, every art asset is stored on disk once for every level that uses it. So rather than storing one copy of a texture, you're storing it 12 times. If you took that entire game and removed all the duplicate data, it would likely fit on a DVD without any problem. They do this to speed up load times, which, as I pointed out before, are painfully slow on the ps3. So in this case, the extra space is completely wasted.
Here, it's basically quality versus quantity, but once again, cache data. Also, with blu-ray, developers are trying to uncompress data, making for better quality and easier to both inserting data and stops the process of decompressing. This is all based on the developer though, and how much effort they put in. Last time I heard, Harmonix don't need tons of processing powerfor their games
Grantelicious
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