[QUOTE="Bus-A-Bus"]
[QUOTE="Master_ShakeXXX"]
If the 360 version actually does end up looking better than Killzone 2 AND Uncharted 2, I will eat my words. But frankly, I don't see it happening. And I don't see the PS3 version outperformingthem either, simply because of the 360.
Shewgenja
You will eat them,only reason why KZ2 and UC2 look that way is because of great developer talent,great tools,engine and dedication.UC2 made on ps3 does not mean 360 cant have that kind of games,its childish argument.
http://forum.beyond3d.com/showthread.php?t=41998&page=17
Here is discussion about KZ2 tech and at the end of 17 page and 18 page REAL developers say that it can be dont on 360 only that MS lacks real devs,engine and they dont need it.
The power in the 360 is supposed to be way easier to use and the system's been out a year longer than the PS3... I'm not buying into it.
RSX is crippled compared to Xenos,and cell can only about equal them.The most common misunderstand is how unified structure works and how xenos is much better in closed environments because its dedicated and ground up made in comparison with RSX.
People think xenos unified structure works like this:of 48 alus developers make a decision on how much they want it for pixel and for vertex.But that laughable wrong.Unified structure works like this:if you look at the water(in game)its very low on vertex but high on pixels,so all your alus work pixel,when you look at skyscrapers you can dedicate 4 alus for example for vertex and 44 for pixel.Thats not how rsx works.If you look at skyscrapers firs all your 8 vertex do geometry work while 24 pixel alus just sit doing nothing,then your 24 pixel alus do pixels while vertex stall thus longer rendering and much less efficiency.
And for the end,one fully optimized spu equals 3 vertex pipelines of gf6800(said on beyond3d) so considering RSX is gimped with vertex your spus will do that,just do the math,using 6 spus,you equal 18 vertex pipelines of g6800 its not much considering you wont get 6 spus to do gfx on them,rather 2-3.
BTW.360 still renders frame faster then ps3,as said in latest Crytek presentation.
http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf
Page 29,360 30,3 vs 32,1 ps3.
Note that "LPV rendering stage is much faster on PlayStation 3 because we use half-resolution rendering mode with MSAA remapping trick".
And b3d said...
Originally Posted by Billy Idol
"thanks for the link!, there is even a direct timeing comparison of the scene for Xbox and PS at the end of the paper.
Can someone maybe explain me (in a way I can understand why the PS3 beats the other challengers in the categorie "LPV Lookup"? Lookup on PS3 is so fast that it catches up in timings and even overtakes the Xbox in the "no occlusion" test.
Is it solely due to the weak PS GPU that it gets beaten up in the rendering categorie, or are there any other reasons?
response from developer
"The devil is in the details. In Crytek's previous PDFs they noted a quality drop on one of the consoles to make give it comparable performance..."
http://forum.beyond3d.com/showthread.php?t=53052&page=29
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