[QUOTE="A-LEGEND"] [QUOTE="jg4xchamp"]I think most games are still 360 as the lead sku
RE 5 seems to be 360 as the lead
Fallout 3 seems to be 360/PC as the lead
Dead Space since it is EA is 360 as the lead
I think the majority are focused on the 360, just because it is easier to develop for....and the graphical payoff for going the extra mile for PS3 hasn't been worth it so far.
not that Burnout Paradise didn't look sexy.GARRYTH
godamn it people. there is NO graphical pay off. the PS3 is simply harder to develop for to REACH the 360. thats why so many ports arent up to par. there is no magical secret to the PS3 or any hidden power in it. its a console with an underpowered GPU. the END.
you really think ps 3 gpu is weak stop saying this and read thisRichard Lemarchand: It's really cool, though I don't want to make it sound too cheesy. Sony is also doing these great technology outreach efforts, like the Edge tools.
IGN: We're not aware of what they are - educate us.
Richard Lemarchand: Edge tools are distributing for free to all third parties. They were originally developed as first-party tools and were developed in-house at Naughty Dog by a team of super-senior and very experienced games programmers, some of who were Naughty Dog's and some of who were from the Sony family's studios.
Of course, the PlayStation 3 has this really unique system architecture with the Cell processor architecture, which is a GPU surrounded by six SPUs that can do certain kinds of mathematical operations so fast that we consider that we get them pretty much for free. Part of the skill of development for the PlayStation 3 is using the GPU to parcel out jobs to these SPUs in a way that lets you get this terrific throughput of polygons, animation, uncompressing and recompressing things on the fly.
These programmes have been very focused on these SPUs for a long time, and the Edge libraries are all code that run on the SPUs. They're like old school games programmes, they're cycle counters, always shaving another cycle off whatever kind of library operation they're writing. I think it's very far-sighted of Sony to give everyone these tools to build a development community of people who can compare notes with one another to raise the bar across the board for all the PlayStation 3 games.
here is the link nauty dog nows what he is talking about after seeing drake fortune graphics. http://ps3.ign.com/articles/895/895045p2.html
so no the ps 3 gpu has the cell to back it up. the cell is used for gpu functions and here is the proof.
I ususally dont get into theses debates, but as a software programmer, i must point this out. That article is basically sugar-coating the process for the media. While its true that you can give the SPU's individual jobs, this requires an immense amout of hours and manpower to get all these working in-sync. Lets say we set the one SPU to the physics, animation, shading, particle effects, and water effects. Now imagine those things out of sync when you are playing and there is a delay in the shader rendering and the character went from wireframe to fully shaded, and the animation didnt mesh with the physics(think your character gets hit and didnt react for a full second) this is why it is so hard to dev for the cell because the SPU are sinlgle threaded, and can only handle one task.
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