[QUOTE="king_bobo"]
[QUOTE="savagetwinkie"]You can't go with the guys that developed it, they don't work on the 360 so how could they know, if you look at companies that dev on both, they usually say they are so close to gether it doesn't matter.
Urworstnhtmare
Fair enough. You're probably right - I can understand that multiplatform developers/publishers would be seen as being more credible sources...(cut for space)
EA
"...in an interview with the Official Xbox Magazine, EA senior VP Patrick Soderlund said that "we've maxed out the 360 but we haven't maxed out the PS3."
I know of plenty of other examples in the Xbox 360's earlier days, when developers, particularly JRPG ones, were disappointed with the disk limitations...
This post was by king_bobo on a recent thread about more or less the same topic. Fact is, the Cell processor is harder to program for compared to the Xenon of the 360. Thus multiplats tend to look better on the 360 because they are easier to make...
@EA.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. For light propagation volumes benchmark, the scene has 2.32 million triangles i.e. smacks UC2.
Page 29 shows the scene for the benchmarkframe. Page 29, it shows the scene's benchmark in rendering the frame i.e. Xbox 360 vs PS3.
Complete frame time benchmark (lower is better)
Xbox 360: 30.2
PS3: 32.1
The Xbox 360 is slightly faster. note that 3.3 ms goal is for 30 FPS.
To prempt RE5's counter point. RE5'slighting solution not as advance as CryEngine3 i.e. HDR/HDRL,Global illumination,Light rays, Deferred Rendering Lights(that interacts with destructive objects).
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