I think the PC is no match for the PS3 graphics,even if it has the most powerful graphics card up to date (ATI 4850x now) i think it won't handle the graphics of the top PS3 games e.g Killzone II and Uncharted 2
PC can win if you want to play:
1.Online
2.World of Warcraft LOL
MadridistAli
CryEngine3 say hi.
Gaming PCs with "fat" DX10 GPUs can handle Killzone 2 and Uncharted 2 rendering methods. Uncharted 2 doesn't even use fulltime SSAO.
CryEngine2 and CryEngine3 use full time SSAO. Uncharted 2 uses skybox(fake) mountains, while Crysis use voxel generated mountains i.e. real geometry.
CryEngine2 and CryEngine3 already includes Eye Adaptive HDRL i.e. refer God of War III.
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Read Sony's own white papers i.e. http://research.scea.com/ps3_deferred_shading.pdf
In deferred(pixel) shading, 5 SPEs = 20 pixel pipelined enabled G70 (Geforce 7800 GTX has 24 pixel pipelines).
With Killzone 2 and "deferred rendering for lights" refer to http://www.develop-online.net/features/407/BUILD-Defered-rendering
"Because you project your lights into the scene as a post-process, you're not lighting any pixels that are hidden behind any other pixels," says Jan-Bart van Beek, art and animation director at Guerilla, describing one of the advantages that convinced the studio make the early decision to use deferred rendering in Killzone 2
Killzone 2 uses an efficient method for lights.
If you read http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf
Since consoles doesn't use brute force stream compute performance (GpGPU), CryEngine3 (PC, XBox 360, PS3) also selected deferred rendering for lights(page 3).
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Triangles contest envy from Crytek side i.e. refer to http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf
Page 28, Island scene (yet another island scene from Crytek) has 2100 draw calls and 2.32 million triangles. Page 29 shows the scene for the benchmark frame.
Page 29, it shows the scene's benchmark in rendering the frame i.e. Xbox 360 vs PS3. The Xbox 360 is slightly faster. For light propagation volumes benchmark, the scene has 2.32 million triangles per frame.
In comparsion, Uncharted 2 uses 1.2 million triangles per frame refer to http://www.eurogamer.net/articles/uncharted-2-mastering-the-cell-blog-entry
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![](http://i328.photobucket.com/albums/l327/encia/FP_compare.jpg)
There nothing magical with CELL.
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Raytracing you say...
Refer to http://www.tomshardware.com/news/Larrabee-Ray-Tracing,5769.html
JulesWorld started experimenting with a 100% ray-traced pipeline on a GPU with the arrival of ATI's R600 (2900XT) chip.
Urbach told us that ray-tracing in real time became a reality with the Radeon 2900XT - which was used for a series of trailers for last summer's hit-move Transformers
JulesWorld's LightStage technology can take wireframes consisting of an insane 32 million vectors to enable real world characters and their expressions.
Compare that with Uncharted 2's 1.2 million triangles.
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PS3's RSX is based on G70
![](http://images.anandtech.com/reviews/video/Playstation3/E3PressConference/rsxtransistor2.jpg)
Btw, Radeon HD 4870 has superseded by Radeon HD 5870. You are wrong in both counts.
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