PS3's biggest flaw: partitioned RAM. PS3 holding back multiplats??

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Deathtransit

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#1 Deathtransit
Member since 2007 • 3086 Posts
So you read about devs leading with the PS3 with the philosophy that "if it runs on PS3 it will run on 360", to avoid running into running into problems due to the RAM constraints of the PS3 This means devs are not maxing out the 360's RAM. So it seems to me the PS3 is actually holding back multiplats. I'm more of a cow (honestly!), but the partitioned RAM of the PS3 seems to be a HUGE mistake. I just don't get it. Why not just unify the RAM and add that to teh power of teh cell. Why would Sony partition vital RAM and hamstring it like that? Am I talking out my a$$ or do I have a point?
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swazidoughman

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#2 swazidoughman
Member since 2008 • 3520 Posts

the PS3 has 256 system and 256 video

The 360 has 512 unified, which I wouldn't be surprised is usually cut up into 256/256.

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ENDOT12123

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#3 ENDOT12123
Member since 2007 • 1223 Posts

the PS3 has 256 system and 256 video

The 360 has 512 unified, which I wouldn't be surprised is usually cut up into 256/256.

swazidoughman
TRUE!!
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nVidiaGaMer

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#4 nVidiaGaMer
Member since 2006 • 7793 Posts
[QUOTE="swazidoughman"]

the PS3 has 256 system and 256 video

The 360 has 512 unified, which I wouldn't be surprised is usually cut up into 256/256.

ENDOT12123

TRUE!!

But it still can be used any way the developers like and the 360 also has 10MB of ED-RAM which helps a ton with AA.

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ZoomZoom2490

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#5 ZoomZoom2490
Member since 2008 • 3943 Posts

ps3 is not holding back anything, its the devs.

multiplats are made from ground up on 360 most of the time.

devs dont use the XDR memory on ps3 the same way as with exclusives, most of bad ports like FO3 only use 256mb of DDR3 because XDR memory needs its own coding from ground up.

Look at Uncharted, MGS4, KZ2, LBP, R2, etc, they have everything when the game is made from ground up, from textures, animation, physics, etc. Some multiplats like Burnout also look awesome on ps3 cuz devs coded the game so it can take advantage of ps3 hardware.

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Ragashahs

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#6 Ragashahs
Member since 2005 • 8785 Posts
seems gurellia games, naughty dog, insomniac, quantic dream, sucker punch, sony santa monica, kojima produciton, and media molecule aren't having many problems
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carljohnson3456

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#7 carljohnson3456
Member since 2007 • 12489 Posts
They're even. Let's just leave it at that.
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nVidiaGaMer

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#8 nVidiaGaMer
Member since 2006 • 7793 Posts

They're even. Let's just leave it at that.carljohnson3456

Not even close the 360 uses unified GDDR3 and the PS3 uses XDR RAM theres a big difference.

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sh0vet

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#9 sh0vet
Member since 2006 • 362 Posts

So like um isn't the ps3 ram also xdr ram and runs about 3ghz. So the memory the rsx uses is likely some gddr3 you'd find on a geforce card of some sort. Seems like xbox may have the weaker ram if all 512 is probably something like ddr2 since at the time ddr3 didn't exist. So that may mean the cpu is stuck with slower speed ram whereas the ps3 at least cannot shift the ram around it has much faster ram available to the cpu.

Remember also since nearly all console games are only like somethingx720(maybe even lower like 640) and then upscaled to 1920x1080 or 1280x720. 256mb is plenty for most computer video cards to run a resolution of 1280x1024 for nearly all games. More video memory is only needed for like 1600x1200 and higher. A 4870 1gb like in my computer really only helps at resolutions of 1920x1200 or 2560x1600; a 4870 512mb is plenty for like 1680x1050; it even does pretty good for 1920x1200 though the 1gb edges it out a little at that res. What makes you guys think a console needs more than 256mb for the video card when the resolution for most console games isn't even 1280x1024.

Oh one quick note fellas don't confuse ddr with gddr they are similar but not the same. Ddr3 has only been out since about the nforce 790i, intel x chipsets, etc... While gddr3 has been out for much longer.

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carljohnson3456

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#10 carljohnson3456
Member since 2007 • 12489 Posts

[QUOTE="carljohnson3456"]They're even. Let's just leave it at that.nVidiaGaMer

Not even close the 360 uses unified GDDR3 and the PS3 uses XDR RAM theres a big difference.

I see no difference worth mentioning. Tell me, besides the nit picking screens people take on fanboy websites, what is the huge difference in graphics between the PS3 and 360? Most games look pretty even if you ask me.
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Deathtransit

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#11 Deathtransit
Member since 2007 • 3086 Posts
The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. But Uncharted KZ2, and MGS4 do look better than what I've seen 360. So how do those devs compensate for the lack of available RAM for the graphics? teh cell? And why wouldn't Sony just unify the RAM for dev simplicity and just use the cell for even more superiority?
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zarshack

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#12 zarshack
Member since 2009 • 9936 Posts
not much point comparing their RAM, they both need more in any case.
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Teuf_

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#13 Teuf_
Member since 2004 • 30805 Posts
The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. Deathtransit


PS3 games can use the XDR memory for graphics, because RSX can read from XDR memory over FlexIO. Generally games have to do this just to make up for measly 22.1GB/s of bandwidth to the GDDR3. (360 has much less of a problem with bandwidth because it has a ton of framebuffer bandwidth due to eDRAM).

The bigger problem with PS3 seems to be that it basically has a PC GPU jammed in a console.
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world69star69

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#14 world69star69
Member since 2005 • 1401 Posts
AH you do realize that the ps3 gpu can use system ram and the cell can used video ram if needed, using nvidia turbo-cache like tech, it just gets a tad slower when done that way, but still used.
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Deathtransit

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#15 Deathtransit
Member since 2007 • 3086 Posts
and I read all the time about de vs wishing they could squeeze out more RAM on the PS3 for graphics, from Epic to the Wheelman dev.
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sh0vet

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#16 sh0vet
Member since 2006 • 362 Posts

The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. But Uncharted KZ2, and MGS4 do look better than what I've seen 360. So how do those devs compensate for the lack of available RAM for the graphics? teh cell? And why wouldn't Sony just unify the RAM for dev simplicity and just use the cell for even more superiority?Deathtransit

Dude a computer video card doesn't need really anymore than 256mb to run a res of 1280x1024; pssst that's higher than 1280x720(720p). So why would a console gpu need more than 256mb when most games are less than 1280x720. The biggest weakness is probably not more than 256mb available to the cpus.

What is neat about the xbox is like for halo3 they could probably have the cpu have more than 256mb available since the crap low resolution of the textures wouldn't use much space. Whereas with ps3 you're stuck with 256mb no matter what for the cpu.

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ENDOT12123

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#17 ENDOT12123
Member since 2007 • 1223 Posts
[QUOTE="nVidiaGaMer"]

[QUOTE="carljohnson3456"]They're even. Let's just leave it at that.carljohnson3456

Not even close the 360 uses unified GDDR3 and the PS3 uses XDR RAM theres a big difference.

I see no difference worth mentioning. Tell me, besides the nit picking screens people take on fanboy websites, what is the huge difference in graphics between the PS3 and 360? Most games look pretty even if you ask me.

ther is no difrence i agree, even on FO3 the pics i seen there is hardly alot of difrence its not like the ps3 pics look like a ps1 then id be sayin shi* but they look the same bar a few texture difrences its not BIG and ps3 is definlty not holding back multiplats
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navyguy21

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#18 navyguy21
Member since 2003 • 17926 Posts
worthless topic really, here is how i see it playing out, all 12 pages of it lol PS3 fanboys - huge list of games that THEY think look better than 360, will say its not true or not a proble, for (insert list of devs) 360 fanboys - will jump at the chance to kick sony, PS3, and fanboys while they are down Multiple system owners/PC gamers - will get bashed for not being biased enough, and for leaving their fanboy goggles at their grandma's house lol
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kinjo13

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#19 kinjo13
Member since 2008 • 183 Posts

The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. But Uncharted KZ2, and MGS4 do look better than what I've seen 360. So how do those devs compensate for the lack of available RAM for the graphics? teh cell? And why wouldn't Sony just unify the RAM for dev simplicity and just use the cell for even more superiority?Deathtransit

MONEY

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Great_Ragnarok

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#20 Great_Ragnarok
Member since 2007 • 3069 Posts
both systerms need more ram. coz they both claimed that the nextgen was going to be teh HD era! so they should give us true native 1080p!
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Sydex84

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#21 Sydex84
Member since 2009 • 34 Posts

seems gurellia games, naughty dog, insomniac, quantic dream, sucker punch, sony santa monica, kojima produciton, and media molecule aren't having many problemsRagashahs

Interesting isint it?;)

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navyguy21

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#22 navyguy21
Member since 2003 • 17926 Posts
seems gurellia games, naughty dog, insomniac, quantic dream, sucker punch, sony santa monica, kojima produciton, and media molecule aren't having many problemsRagashahs
hmmm, i wonder what all those devs have in common????
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ronvalencia

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#23 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="Deathtransit"]So you read about devs leading with the PS3 with the philosophy that "if it runs on PS3 it will run on 360", to avoid running into running into problems due to the RAM constraints of the PS3 This means devs are not maxing out the 360's RAM. So it seems to me the PS3 is actually holding back multiplats. I'm more of a cow (honestly!), but the partitioned RAM of the PS3 seems to be a HUGE mistake. I just don't get it. Why not just unify the RAM and add that to teh power of teh cell. Why would Sony partition vital RAM and hamstring it like that? Am I talking out my a$$ or do I have a point?

NVIDIA Geforce 8600 GT GDDR3 256MB easily keeps up with ATI Xenos GDDR3 512MB. RSX has an issue pixel shader stalling while processing textures. Note that the PC also uses split design.
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coughlanio

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#24 coughlanio
Member since 2005 • 4306 Posts
Epic games said they squeezed everything they could out of the 360 for Gears Of War 2. Guerilla said they hit 60% of the PS3s potential with Killzone 2. You tell me which looks better...
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ronvalencia

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#25 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="Deathtransit"]The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. Teufelhuhn


PS3 games can use the XDR memory for graphics, because RSX can read from XDR memory over FlexIO. Generally games have to do this just to make up for measly 22.1GB/s of bandwidth to the GDDR3. (360 has much less of a problem with bandwidth because it has a ton of framebuffer bandwidth due to eDRAM).

The bigger problem with PS3 seems to be that it basically has a PC GPU jammed in a console.

Depends on the PC GPU, IF CELL was paried with NVIDIA Geforce 8600 GT/8700 GT GDDR3 256MB or cut down ATI Radeon X1900 128bit GDDR3 256MB, the results would been different. ATI Radeon X1900 still has a current "multi-threaded" GPU design. CELL can process vertex and geometry workloads.
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ronvalencia

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#26 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="havokmaster"]Epic games said they squeezed everything they could out of the 360 for Gears Of War 2. Guerilla said they hit 60% of the PS3s potential with Killzone 2. You tell me which looks better...

Does Unreal Engine 3 use Xenos's tessellation hardware? I don't recall UE3 use DX3D 10.1's tessellation hardware.
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McdonaIdsGuy

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#27 McdonaIdsGuy
Member since 2008 • 3046 Posts

the PS3 has 256 system and 256 video

The 360 has 512 unified, which I wouldn't be surprised is usually cut up into 256/256.

swazidoughman
Because unified means nothing :lol: , the CPU and GPU can take as much is need it from that 512mb...
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ronvalencia

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#28 ronvalencia
Member since 2008 • 29612 Posts

both systerms need more ram. coz they both claimed that the nextgen was going to be teh HD era! so they should give us true native 1080p! Great_Ragnarok
They also need more ROP units.

I have Geforce 9650M GT (yet another 8 ROP GPU) with 1GBVRAM and it doesn't run 1080p multi-platfrom games smoothly.

ATIRadeon HD 4670 can play GRID racing game at 1080p at medium details, which is not bad.

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Ipik_Fenris

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#29 Ipik_Fenris
Member since 2005 • 3627 Posts

ps3 is not holding back anything, its the devs.

multiplats are made from ground up on 360 most of the time.

devs dont use the XDR memory on ps3 the same way as with exclusives, most of bad ports like FO3 only use 256mb of DDR3 because XDR memory needs its own coding from ground up.

Look at Uncharted, MGS4, KZ2, LBP, R2, etc, they have everything when the game is made from ground up, from textures, animation, physics, etc. Some multiplats like Burnout also look awesome on ps3 cuz devs coded the game so it can take advantage of ps3 hardware.

ZoomZoom2490

this ^

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ronvalencia

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#30 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ZoomZoom2490"]

ps3 is not holding back anything, its the devs.

multiplats are made from ground up on 360 most of the time.

devs dont use the XDR memory on ps3 the same way as with exclusives, most of bad ports like FO3 only use 256mb of DDR3 because XDR memory needs its own coding from ground up.

Look at Uncharted, MGS4, KZ2, LBP, R2, etc, they have everything when the game is made from ground up, from textures, animation, physics, etc. Some multiplats like Burnout also look awesome on ps3 cuz devs coded the game so it can take advantage of ps3 hardware.

Ipik_Fenris

this ^

Firstly, DDR3 != GDDR3. Secondly, PS3 doesn't have the unique split memory model i.e. refer to the X86 PC.

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dragonpuppy

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#31 dragonpuppy
Member since 2006 • 952 Posts

The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. But Uncharted KZ2, and MGS4 do look better than what I've seen 360. So how do those devs compensate for the lack of available RAM for the graphics? teh cell? And why wouldn't Sony just unify the RAM for dev simplicity and just use the cell for even more superiority?Deathtransit

I believe back then two 256MB XDR cost less than one 512MB XDR.

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ronvalencia

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#32 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="Deathtransit"]The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. But Uncharted KZ2, and MGS4 do look better than what I've seen 360. So how do those devs compensate for the lack of available RAM for the graphics? teh cell? And why wouldn't Sony just unify the RAM for dev simplicity and just use the cell for even more superiority?dragonpuppy

I believe back then two 256MB XDR cost less than one 512MB XDR.

CELL is linked to 256MB XDR. RSX is linked to 256MB GDDR3. GDDR3 is designed by ATI i.e. memory designed for graphics.
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Jekken6

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#33 Jekken6
Member since 2008 • 2642 Posts
It's not the fact that it is partitioned, it's the fact that there's not enough RAM
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dragonpuppy

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#34 dragonpuppy
Member since 2006 • 952 Posts
[QUOTE="dragonpuppy"]

[QUOTE="Deathtransit"]The problem seems to be that if devs want to devote more than 256 mb to graphics, they can do so on 360 but not PS3. But Uncharted KZ2, and MGS4 do look better than what I've seen 360. So how do those devs compensate for the lack of available RAM for the graphics? teh cell? And why wouldn't Sony just unify the RAM for dev simplicity and just use the cell for even more superiority?ronvalencia

I believe back then two 256MB XDR cost less than one 512MB XDR.

CELL is linked to 256MB XDR. RSX is linked to 256MB GDDR3. GDDR3 is designed by ATI i.e. memory designed for graphics.

Hahahaha. That's why I was so confused when I looked at the reasoning behind dual XDRs. Thanks for clearing that up.

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McdonaIdsGuy

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#35 McdonaIdsGuy
Member since 2008 • 3046 Posts
[QUOTE="havokmaster"]Epic games said they squeezed everything they could out of the 360 for Gears Of War 2. Guerilla said they hit 60% of the PS3s potential with Killzone 2. You tell me which looks better...

No they didn't :| Epic only said they maxed out the memory,but not the hardware itself..
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sh0vet

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#36 sh0vet
Member since 2006 • 362 Posts

[QUOTE="havokmaster"]Epic games said they squeezed everything they could out of the 360 for Gears Of War 2. Guerilla said they hit 60% of the PS3s potential with Killzone 2. You tell me which looks better...McdonaIdsGuy
No they didn't :| Epic only said they maxed out the memory,but not the hardware itself..

Lol. Just lol.

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imprezawrx500

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#37 imprezawrx500
Member since 2004 • 19187 Posts
both systems should have had 1-1.5gb ram. 512mb is one huge bottleneck.
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Deathtransit

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#38 Deathtransit
Member since 2007 • 3086 Posts
AH you do realize that the ps3 gpu can use system ram and the cell can used video ram if needed, using nvidia turbo-cache like tech, it just gets a tad slower when done that way, but still used.world69star69
So they can unify it , it's just more difficult and doesn't work as well.
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Deathtransit

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#39 Deathtransit
Member since 2007 • 3086 Posts
[QUOTE="navyguy21"]worthless topic really, here is how i see it playing out, all 12 pages of it lol PS3 fanboys - huge list of games that THEY think look better than 360, will say its not true or not a proble, for (insert list of devs) 360 fanboys - will jump at the chance to kick sony, PS3, and fanboys while they are down Multiple system owners/PC gamers - will get bashed for not being biased enough, and for leaving their fanboy goggles at their grandma's house lol

haha, yeah, I'm surprised more lems haven't jumped in, it's been civil so far.
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ronvalencia

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#40 ronvalencia
Member since 2008 • 29612 Posts
both systems should have had 1-1.5gb ram. 512mb is one huge bottleneck.imprezawrx500
It wouldn't do much. Like RSX and Xenos, Geforce 9650M GT (8 ROPS) with 1GB VRAM plays multi-platform games well (high or near max details) at 720p or 800p. Beyond 800p, frame rates starts to fall rapidly.
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Deathtransit

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#41 Deathtransit
Member since 2007 • 3086 Posts
both systems should have had 1-1.5gb ram. 512mb is one huge bottleneck.imprezawrx500
of course both could use more RAM, but the topic's about how devs have difficulty porting to PS3 because of lack of available RAM
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ZoomZoom2490

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#42 ZoomZoom2490
Member since 2008 • 3943 Posts

both systems should have had 1-1.5gb ram. 512mb is one huge bottleneck.imprezawrx500

having the memory bus at 128 bit is even a bigger problem. If ps3 and 360 had 256 bit memory bus they would of had twice the memory bandwith without needing more MB and most games would of been in native 1080p.

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McdonaIdsGuy

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#43 McdonaIdsGuy
Member since 2008 • 3046 Posts

[QUOTE="McdonaIdsGuy"][QUOTE="havokmaster"]Epic games said they squeezed everything they could out of the 360 for Gears Of War 2. Guerilla said they hit 60% of the PS3s potential with Killzone 2. You tell me which looks better...sh0vet

No they didn't :| Epic only said they maxed out the memory,but not the hardware itself..

Lol. Just lol.

If you are going to quote me add something no just ''lol'' It makes your post look bad and clueless..
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deactivated-57af49c27f4e8

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#44 deactivated-57af49c27f4e8
Member since 2005 • 14149 Posts

ps3 is not holding back anything, its the devs.

multiplats are made from ground up on 360 most of the time.>ZoomZoom2490

true, but it's easier to build from the ground up on 360 than ps3. it just seems that a long development cycle results in more on ps3. in the end, you get a good steady supply of games on 360, and more intermittent, impressive games on ps3.

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deactivated-57af49c27f4e8

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#45 deactivated-57af49c27f4e8
Member since 2005 • 14149 Posts
ergh this gen could have been so much better with 2 gb ram per system. look how ram prices have fallen!
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Steppy_76

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#46 Steppy_76
Member since 2005 • 2858 Posts
[QUOTE="ZoomZoom2490"]

ps3 is not holding back anything, its the devs.

multiplats are made from ground up on 360 most of the time.

devs dont use the XDR memory on ps3 the same way as with exclusives, most of bad ports like FO3 only use 256mb of DDR3 because XDR memory needs its own coding from ground up.

Look at Uncharted, MGS4, KZ2, LBP, R2, etc, they have everything when the game is made from ground up, from textures, animation, physics, etc. Some multiplats like Burnout also look awesome on ps3 cuz devs coded the game so it can take advantage of ps3 hardware.

Ipik_Fenris

this ^

I hope you meant to add "is completely wrong" after that "this". XDR doesn't need its own coding from the ground up. Cows continually build the PS3 into something it isn't. Accessing the XDR is very similar to accessing system RAM via AGP only with a faster connection.

There actually is more evidence of the PS3 holding back multiplats rather than devs or the 360. When they were coded for the 360 multiplats performed better than the PS3 usually. When they code for the PS3 they run the same. You could make the argument that by deving for the PS3 they simply lowered the LCD(lowest common denominator)to the PS3 which the 360 can run without problem. When games are coded to take advantage of either system they can look awesome...and one could also argue that the 360 gets its results without as much TLC as PS3 games(360 usually has smaller dev teams, less dev time, and mutliplatform engines that don't truly "get to the metal" and exploit the 360.

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Steppy_76

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#47 Steppy_76
Member since 2005 • 2858 Posts

[QUOTE="imprezawrx500"]both systems should have had 1-1.5gb ram. 512mb is one huge bottleneck.ZoomZoom2490

having the memory bus at 128 bit is even a bigger problem. If ps3 and 360 had 256 bit memory bus they would of had twice the memory bandwith without needing more MB and most games would of been in native 1080p.

No they wouldn't, 1080p is too demanding for most of the titles with what they want going on. The things you'd need to cut to do 1080p generally wouldn't be worth it. The hardware above and beyond the RAM also isn't powerful enough to pull of the games they've had thus far at 1080p without making big sacrifices for the resolution bump. Look at what they did to Dead Rising to get it on the Wii...you'd see similar cutting to move it from 720p to 1080p on current level hardware.
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Steppy_76

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#48 Steppy_76
Member since 2005 • 2858 Posts

[QUOTE="carljohnson3456"]They're even. Let's just leave it at that.nVidiaGaMer

Not even close the 360 uses unified GDDR3 and the PS3 uses XDR RAM theres a big difference.

Actually, there is little more than a 15-20% performance differnce between XDR and GDDR3. XDR used it's datarate to advertise its speed, while GDDR3 uses its actual clockspeed. Datarate is clockspeed x bytes transfered per clocktick. The GDDR3 would actually be 2.8Ghz with its implementation in the PS3 and the 360... 3.2 vs. 2.8 doesn't look nearly as impressive now does it?
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Steppy_76

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#49 Steppy_76
Member since 2005 • 2858 Posts
[QUOTE="nVidiaGaMer"]

[QUOTE="carljohnson3456"]They're even. Let's just leave it at that.carljohnson3456

Not even close the 360 uses unified GDDR3 and the PS3 uses XDR RAM theres a big difference.

I see no difference worth mentioning. Tell me, besides the nit picking screens people take on fanboy websites, what is the huge difference in graphics between the PS3 and 360? Most games look pretty even if you ask me.

DING DING DING. The day when people will just come to grips with the fact that the machines are darn near identical in power when its all said and done will be joyous. The specs(if you actually understand them say this), the devs have continually said this, and the games show this. The only people seeming to have trouble accepting this are those who bought Sony's initial PR and defended it so long they don't want to backtrack now.
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#50 Brainhunter
Member since 2003 • 2201 Posts
Well, in either case, the fact of the matter is neither HD console can truly render 720p with 4X MSAA and 8xAF consistenltly, while maintaining a framerate above 30. Next generation, we should expect nothing less than for Sony and Microsoft to deliver consoles capable of rendering either 1920x1080 pixels with no AA (it's incredibly high resolution that you wouldn't notice the jaggies from a standard viewing distance), otherwise rendering native 720p and full post-processing effects (Full MSAA, Full AF, Full HDR, Soft Shadows). We already see this with Killzone 2, running at a native 720p with an insane amount of post-processing, and subtle AA (I believe it's 2XMSAA, not sure).