Killzone 2 using only 60% of PS3 SPUs

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Mystery_Writer

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#1 Mystery_Writer
Member since 2004 • 8351 Posts

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

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claywalker21

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#2 claywalker21
Member since 2008 • 506 Posts
very impressive.
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claywalker21

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#3 claywalker21
Member since 2008 • 506 Posts
the remaing 40 percent is just there untapped.and killzone doesnt use 60 percent all the time just when theres like 20 or 30 guys on screen.
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spinecaton

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#4 spinecaton
Member since 2003 • 8986 Posts
I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?
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Ren_eko

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#5 Ren_eko
Member since 2008 • 764 Posts

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

Mystery_Writer
The OS takes up one SPU the entire time it doesnt influence the rest of the SPU's. I guess if they had more time they could optimize the game to reach even 65 or 70% of the SPU's...but i dont want to wait for this game anymore :P.
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Ren_eko

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#6 Ren_eko
Member since 2008 • 764 Posts
I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?spinecaton
Time and money. As knowledge about the architecture increases they will be able to start new projects utilizing 60% of the SPU and during the development time they can increase it even more .
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Rikusaki

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#7 Rikusaki
Member since 2006 • 16641 Posts

I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?spinecaton
Yeah... I don't get that lol.

[QUOTE="spinecaton"]I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?Ren_eko

Time and money.

As knowledge about the architecture increases they will be able to start new projects utilizing 60% of the SPU and during the development time they can increase it even more .


Okay nevermind, get it now lol.

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Burnsmiesta

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#8 Burnsmiesta
Member since 2004 • 1672 Posts
The Powwah!
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BudsMcGreen

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#9 BudsMcGreen
Member since 2008 • 841 Posts

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

Mystery_Writer

Well this explains the low-poly characters and blurry textures.:oops:

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killzowned24

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#10 killzowned24
Member since 2007 • 7345 Posts

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

Mystery_Writer
yeah they also say the preview build looks worse then what they saw in amsterdam:)
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claywalker21

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#11 claywalker21
Member since 2008 • 506 Posts
how it works from the ign interview.......However, I found that this was just the surface of some of the technical elements that have been included within Killzone 2. According to Arjan Brussee, Development Director at Guerrilla, the development team built out a deferred rendering engine, which combines up to eight separate buffers within a section to create a final image for the screen. He demonstrated this by turning on and off the Z buffers, specular lighting, texture buffers and other layers to show off the various elements that made up the composite image, and finally showed what the entire stage would look like when combined. On top of this, Arjan pointed out, lighting and motion blur effects within the game are performed as a full screen pass to blend all of these effects together. Arjan stressed that the game's engine was so detailed that, "each pixel has velocity. It's not just a special effect, but this is used for particles, it's used for explosions, and it's used for motion blurring for character movement, which adds an extra sense of depth."

There's much more to the Killzone 2 engine than deferred rendering and screen passes; in fact, Arjan mentioned that every composite that is rendered within the game is placed solely upon the SPUs to lock in the framerate at a solid 30 FPS. During small battles, one or two SPUs will pick up a majority of the action, but during heavy firefights with large explosions and numerous characters onscreen, all six SPUs will pick up the load and balance everything accurately. Surprisingly, even within the heaviest firefight onscreen, Arjan pointed out that the largest load on each one of the SPUs didn't exceed 60%, which ensured that the framerate remained consistent throughout the game. On top of this, Arjan pointed out everything from light bloom and internal lens reflection effects to true geometric particles that fly from walls and collide with the ground realistically based on the direction of an explosion.
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Rikusaki

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#12 Rikusaki
Member since 2006 • 16641 Posts
[QUOTE="Mystery_Writer"]

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

BudsMcGreen

Well this explains the low-poly characters and blurry textures.:oops:

Thhat is more of the RSX's fault, not the CELL. The lighting, physics and post processing effects are amazing because of the CELL. :D:D:D
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Floppy_Jim

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#13 Floppy_Jim
Member since 2007 • 25933 Posts
If this is actually true, I can't wait to see games that reach the 90-95% powah level. All hail the powah of TEH CELL.
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spinecaton

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#14 spinecaton
Member since 2003 • 8986 Posts

[QUOTE="spinecaton"]I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?Ren_eko
Time and money. As knowledge about the architecture increases they will be able to start new projects utilizing 60% of the SPU and during the development time they can increase it even more .

How do they know they are at 60% though?

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Rikusaki

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#15 Rikusaki
Member since 2006 • 16641 Posts
[QUOTE="Mystery_Writer"]

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

BudsMcGreen

Well this explains the low-poly characters and blurry textures.:oops:

*Points at RSX and VRAM* They did it! :x
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claywalker21

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#16 claywalker21
Member since 2008 • 506 Posts
because they know how much info each individual spu can process.
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Ren_eko

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#17 Ren_eko
Member since 2008 • 764 Posts

[QUOTE="Ren_eko"][QUOTE="spinecaton"]I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?spinecaton

Time and money. As knowledge about the architecture increases they will be able to start new projects utilizing 60% of the SPU and during the development time they can increase it even more .

How do they know they are at 60% though?

Ask them :P. I think that given that they are the ones that work with the machine they would know a little bit more about its maximum capacity than most of us. GG has been developing KZ2 for about 5years in those five years they managed to optimize the game to use 60% of TEH POWWA OF TEH CELL , so i can bet when they start theyre next game with the previous knowledge they have from KZ2 they will be able to reach 80 or 85%.
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yoyo462001

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#18 yoyo462001
Member since 2005 • 7535 Posts
my guess is that the Vram is holding them back, so its not just a case of lets make it 40% better.
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killzowned24

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#19 killzowned24
Member since 2007 • 7345 Posts
[QUOTE="Mystery_Writer"]

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU's, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

http://www.maxconsole.net/?mode=news&newsid=34314

P.S what about the remaining 40%? the OS?

BudsMcGreen

Well this explains the low-poly characters and blurry textures.:oops:

?? you don't know what your talking about. KZ2 has better textures then gears2:)
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Rikusaki

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#20 Rikusaki
Member since 2006 • 16641 Posts
[QUOTE="spinecaton"]

[QUOTE="Ren_eko"] Time and money. As knowledge about the architecture increases they will be able to start new projects utilizing 60% of the SPU and during the development time they can increase it even more .Ren_eko

How do they know they are at 60% though?

Ask them :P. I think that given that they are the ones that work with the machine they would know a little bit more about its maximum capacity than most of us. GG has been developing KZ2 for about 5years in those five years they managed to optimize the game to use 60% of TEH POWWA OF TEH CELL , so i can bet when they start theyre next game with the previous knowledge they have from KZ2 they will be able to reach 80 or 85%.

That means that most games will only operate at a similar level to the 360 because not all developers will spend that much time optimizing it for the CELL, especially on multiplat games.
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3picuri3

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#21 3picuri3
Member since 2006 • 9618 Posts
kind of ridiculous given the budget and time they developed.. what's stopping them from utilizing the rest? is it really that difficult to program for - difficult enough that 30-40million + 160 people can't fully utilize the power? seems odd to me.
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Rikusaki

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#22 Rikusaki
Member since 2006 • 16641 Posts
my guess is that the Vram is holding them back, so its not just a case of lets make it 40% better.yoyo462001
Nah. The post-processing effects and lighting is what KZ2 is all about.
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DJ_Lae

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#23 DJ_Lae
Member since 2002 • 42748 Posts

I hate quotes like that as they're always BS.

Games that are released later in a console's life-span generally look better because developers have learned how to code more efficiently for any given system's strengths, not because they've discovered some magic power locked away.

If he can truly put a figure like 60% down, he's full of **bleep** as there's no reason why they couldn't touch the other 40% - unless he's talking the two cores set aside for system and test use.

It's just a garbage PR statement that sounds good when you spit it out - it just doesn't mean anything.

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3picuri3

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#24 3picuri3
Member since 2006 • 9618 Posts

i wonder if they're taking in to account the 1.5 cores the OS uses - or the 1 redundent / useless core in PS3 Cell processors. not too many people know the PS3 only has 7, not the standard 8 cores. it's assumed this was a deal with the manufacturer to get a better price, buying up faulty lower yield Cell processors.

either way, interesting. i'd like to see how they came to that figure though - and what was stopping them from doing more.

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Ren_eko

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#25 Ren_eko
Member since 2008 • 764 Posts
[QUOTE="Ren_eko"][QUOTE="spinecaton"]

How do they know they are at 60% though?

Rikusaki
Ask them :P. I think that given that they are the ones that work with the machine they would know a little bit more about its maximum capacity than most of us. GG has been developing KZ2 for about 5years in those five years they managed to optimize the game to use 60% of TEH POWWA OF TEH CELL , so i can bet when they start theyre next game with the previous knowledge they have from KZ2 they will be able to reach 80 or 85%.

That means that most games will only operate at a similar level to the 360 because not all developers will spend that much time optimizing it for the CELL, especially on multiplat games.

GAWD When did i mention the 360. As far as how they know they are only using 60% , i guess they have some kind of program that tests that kind of stuff, like there are programs that tell you how much youre using your CPU in PC games.
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claywalker21

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#26 claywalker21
Member since 2008 • 506 Posts
[QUOTE="Ren_eko"][QUOTE="spinecaton"]

How do they know they are at 60% though?

Rikusaki

Ask them :P. I think that given that they are the ones that work with the machine they would know a little bit more about its maximum capacity than most of us. GG has been developing KZ2 for about 5years in those five years they managed to optimize the game to use 60% of TEH POWWA OF TEH CELL , so i can bet when they start theyre next game with the previous knowledge they have from KZ2 they will be able to reach 80 or 85%.

That means that most games will only operate at a similar level to the 360 because not all developers will spend that much time optimizing it for the CELL, especially on multiplat games.

most of the time was spent building the engine,wich most new 1st party exclusives 4 sony will use.

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angry_fork

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#27 angry_fork
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I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?spinecaton
Because not everyone has the budget, time, or man-power to do so at this moment in time. Isn't that common sense? Development gets cheaper for consoles as the years go on, we won't see the best PS3 has to offer until around 2010.
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Rikusaki

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#28 Rikusaki
Member since 2006 • 16641 Posts
Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :D
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3picuri3

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#29 3picuri3
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[QUOTE="spinecaton"]I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?angry_fork
Because not everyone has the budget, time, or man-power to do so at this moment in time. Isn't that common sense? Development gets cheaper for consoles as the years go on, we won't see the best PS3 has to offer until around 2010.

the point being, if KZ2, with its budget and staff and dev time didn't utilize it its pretty likely we'll never see a game that makes use of more.
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AnnoyedDragon

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#30 AnnoyedDragon
Member since 2006 • 9948 Posts

Not this again, it only maintains the PS3 super computer mentality; were they think their system is better than it really is and developers are just too incompetent to utilize the awesome power of Cell...

As far as I'm concerned PS3 will never get 100% of the SPUs in use, it probably hasn't got the ram to do that many calculations. Everything requires memory on some level, PS3 has only as much ram as 360. When you push it to 360 level, you are left having to make compromises to ensure Cell has something to work with.

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3picuri3

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#31 3picuri3
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Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :DRikusaki
ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.
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claywalker21

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#32 claywalker21
Member since 2008 • 506 Posts
the reason there are using 60 percent of the cell is because if u were going at a 100percent all the time u would crash every 2 minutes .
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claywalker21

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#33 claywalker21
Member since 2008 • 506 Posts
[QUOTE="Rikusaki"]Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :D3picuri3
ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

actually sony will be handing down thisengine to future devolopers so it can look a good amount better,i mean they spent 2 and a half years on the engine and 2 years on the game.
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#34 BudsMcGreen
Member since 2008 • 841 Posts

Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :DRikusaki

At that rate the PS3 will be almost maxed out at the end of next year. If the system is using 60% power after 2 years, then you could argue that the PS3 should achieve 100% performance in a little over a year from now.

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Ren_eko

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#35 Ren_eko
Member since 2008 • 764 Posts
[QUOTE="Rikusaki"]Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :D3picuri3
ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

God of War2 , FFXII MGS3 among others would want to talk to you...
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3picuri3

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#36 3picuri3
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[QUOTE="3picuri3"][QUOTE="Rikusaki"]Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :Dclaywalker21
ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

actually sony will be handing down thisengine to future devolopers so it can look a good amount better,i mean they spent 2 and a half years on the engine and 2 years on the game.

time will tell I guess. i just personally don't think KZ2 looks that much better than Drake's, or Gears 2 as is. makes sense it could look better with more time though.
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3picuri3

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#37 3picuri3
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[QUOTE="3picuri3"][QUOTE="Rikusaki"]Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :DRen_eko
ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

God of War2 , FFXII MGS3 among others would want to talk to you...

i don't consider any of those games to be that much better graphically than games that came out in the first half of the PS2 gen, to each his own i guess.
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#38 spinecaton
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[QUOTE="spinecaton"]I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?angry_fork
Because not everyone has the budget, time, or man-power to do so at this moment in time. Isn't that common sense? Development gets cheaper for consoles as the years go on, we won't see the best PS3 has to offer until around 2010.

So if one of the largest development teams with an insanely large budget can't use more then 60% of the power of the SPU in the PS3 after a couple years of the life cycle, then I don't think any other team will be coming too close to using more then that.

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Rikusaki

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#39 Rikusaki
Member since 2006 • 16641 Posts
[QUOTE="3picuri3"][QUOTE="Rikusaki"]Sony probably asked them to only use 60% of the CELL because they want the PS3 to continuously improve graphically over time. They want the PS3 to be a 10-year system. :DRen_eko
ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

God of War2 , FFXII MGS3 among others would want to talk to you...

Gran Turismo 4. One of TWO PS2 games that could run in upscaled 1080i.
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Ren_eko

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#40 Ren_eko
Member since 2008 • 764 Posts
[QUOTE="3picuri3"][QUOTE="Ren_eko"][QUOTE="3picuri3"] ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

God of War2 , FFXII MGS3 among others would want to talk to you...

i don't consider any of those games to be that much better graphically than games that came out in the first half of the PS2 gen, to each his own i guess.

Its not a matter of considering....its a matter of having eyes if you look at theyre previous counterparts you would see the huge difference, GoW-GoW2;FFX-FFXII;MGS2-MGS3 etc.....
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3picuri3

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#41 3picuri3
Member since 2006 • 9618 Posts
[QUOTE="Rikusaki"][QUOTE="Ren_eko"][QUOTE="3picuri3"] ps2 leveled out after about 4-6 years.. nothing in the last 4 was really a big step up - i doubt we'll see many improvements for the tail end of this gen either.

God of War2 , FFXII MGS3 among others would want to talk to you...

Gran Turismo 4. One of TWO PS2 games that could run in upscaled 1080i.

again, i'll reiterate for those that didn't grasp my meaning. nothing in the last 4 was REALLY A BIG STEP UP.
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angry_fork

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#42 angry_fork
Member since 2008 • 2184 Posts

[QUOTE="angry_fork"][QUOTE="spinecaton"]I really hate quotes like this, if they know they are only using 60% of the consoles power then why can't they use the remaining 40% if they know it is there?3picuri3
Because not everyone has the budget, time, or man-power to do so at this moment in time. Isn't that common sense? Development gets cheaper for consoles as the years go on, we won't see the best PS3 has to offer until around 2010.

the point being, if KZ2, with its budget and staff and dev time didn't utilize it its pretty likely we'll never see a game that makes use of more.

That's why GTA3 looks as good as God of War 2 :roll:

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Steppy_76

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#43 Steppy_76
Member since 2005 • 2858 Posts
It's also the fact that you get to a point where you can't effectively "split" your code among the SPE's. After a certain point, even if you do split off certain tasks it no longer gives a performance benefit, and that doesn't even take into account the amount of handholding it takes on the part of the coder to split up the code it just takes too much time, with too little benefit to really fill up the execution units on the cell. It just isn't practical.
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3picuri3

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#44 3picuri3
Member since 2006 • 9618 Posts
[QUOTE="Ren_eko"][QUOTE="3picuri3"][QUOTE="Ren_eko"] God of War2 , FFXII MGS3 among others would want to talk to you...

i don't consider any of those games to be that much better graphically than games that came out in the first half of the PS2 gen, to each his own i guess.

Its not a matter of considering....its a matter of having eyes if you look at theyre previous counterparts you would see the huge difference, GoW-GoW2;FFX-FFXII;MGS2-MGS3 etc.....

again, i'll reiterate for those that refuse to read what i type. nothing in the last 4 WAS REALLY A BIG STEP UP. i don't consider any of those games to be considerably better visually than games that came out in the first half of the PS2 gen, sorry mate. my opinion can't be altered by your insinuation that there is a problem with my eyes, lmao.
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LosDaddie

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#45 LosDaddie
Member since 2006 • 10318 Posts

I hate quotes like that as they're always BS.

Games that are released later in a console's life-span generally look better because developers have learned how to code more efficiently for any given system's strengths, not because they've discovered some magic power locked away.

If he can truly put a figure like 60% down, he's full of **bleep** as there's no reason why they couldn't touch the other 40% - unless he's talking the two cores set aside for system and test use.

It's just a garbage PR statement that sounds good when you spit it out - it just doesn't mean anything.

DJ_Lae

You know it's funny how this is the best post in this thread and it's ignored.

Funny because anyone with even a basic handle on game development know this "60% of PS3 SPUs" statement is complete BS. Developer never intentionally not use all the resources available.

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claywalker21

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#46 claywalker21
Member since 2008 • 506 Posts
when the GOW3 trailer is shown on the 14th we will see just how much better it can get.also 60 is the highest the spu's have gone up 2 cuz tons of enemies and explosions it usually sits at like 30 or 40 percent.
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Ren_eko

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#47 Ren_eko
Member since 2008 • 764 Posts
[QUOTE="3picuri3"][QUOTE="Rikusaki"][QUOTE="Ren_eko"] God of War2 , FFXII MGS3 among others would want to talk to you...

Gran Turismo 4. One of TWO PS2 games that could run in upscaled 1080i.

again, i'll reiterate for those that didn't grasp my meaning. nothing in the last 4 was REALLY A BIG STEP UP.

If by big step up you mean the difference between one gen and another then....DUH , however i reiterate if you look at the previous parts of those games you will see a big difference.
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LosDaddie

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#48 LosDaddie
Member since 2006 • 10318 Posts

It's also the fact that you get to a point where you can't effectively "split" your code among the SPE's. After a certain point, even if you do split off certain tasks it no longer gives a performance benefit, and that doesn't even take into account the amount of handholding it takes on the part of the coder to split up the code it just takes too much time, with too little benefit to really fill up the execution units on the cell. It just isn't practical.Steppy_76

Now let's watch cows ignore this post too! :lol:

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Brainkiller05

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#49 Brainkiller05
Member since 2005 • 28954 Posts
What's the point in having some mad CPU, a console with an E8400 and 8800gt would be better in every way, easy to code for and have kick ass graphics. Oh and probably cheaper too.
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claywalker21

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#50 claywalker21
Member since 2008 • 506 Posts
u guys dont understand spu's ill explain killzone 2 may only be at 60percent because that all it needs to procees at that time,if they wanted it 2 go up 100 percent they would just add more lighting,explosions or enemies,all spus do is procees stuff so that it can be put into the game.