[QUOTE="Bus-A-Bus"][QUOTE="ThePsTriple"]not on consoles, no way.ThePsTriple
Yea right...it will blow everything out of the water,yes even on consoles.To bad,some developers really tried hard to make amazing looking games,then paf,Crytek comes and makes best looking game,which is multiplat,oh irony :P
unless they take advantage of the extra power in the ps3 crysis 2 will just become another multiplat that is held back by the 360.Hmmm what extra power?Xenos whips the floor with rsx and only thing you can do with ps3 to help is to use 2-3 spus for vertex work(culling,skinning,vertex,post processing) and you still wont pass xenos ability to push more polys and shaders on screen.And neither will help the fact that you will need to use about 30mb of framebuffer from vram of ps3,while on 360 version you will use 10mb of Edram separated in multiple tiles so it fits.So lets see,360 will have more memory,considerably better gpu and considerably weaker cpu.Seems to me like its neck and neck.
http://forum.beyond3d.com/showthread.php?t=53052&page=18
Crytek's Stuart Atkinson said in the latest Edge: ".. We got parity between the platforms now: both run at the same speed. If the game is shaders heavy it runs a bit faster on the 360; if it is compute heavy with physics and particles, then the SPUs take over and it's a bit quicker on PS3."
Posted by Rangers
"Very interesting as we typically heard RSX might have an edge in shaders, where Xenos supposedly was better at vertices's."
Response.
"RSX only has theoretical edge in shaders if you fully utilize all your resources."
"For all practical applications Xenos has the upper hand because of unified shaders, which lets you use all your avaliable resources at all times, instead of being limited by the amount of for example pixel shaders avaliable (PS3 has X amount of pixel shaders, if all of theese are utilized, you can do no more. Wheras the Xenos has no hard limit, because all the shaders can do anything. )"
Originally Posted by Mintmaster
"It's great for peak texture throughput, but texture instructions cost math ops and trilinear/aniso cost even more. You can have shaders where adding more texture ops are free on Xenos, but they will always cost you on RSX, so I don't know if "texture-happy" is particularly apt."
"It's not just the texture access, but the math ops, vertex shader ops, setup cycles (more iterators needed), and RAM. You add them all up and it might solve all their problems at once."
"Interestingly, we saw the same with Oblivion, but at least they added aniso to compensate a bit."
"Originally Posted by Mintmaster
Remember I said "some shaders". If a shader is heavy on math, you can add texture instructions and it will run at the same speed on Xenos. The texture units run in parallel to the math units."
"On RSX, doing this will slow the shader down, because the texture units use part of the math units, and the way it's designed, the shader program can't proceed until the texture instruction is done. This inflexible but simple design is one of the reasons that RSX has such high peak rates for its size."
Those are actual developers saying.
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