WiiU (ZombiU), Witcher 2 (360) and Next Gen systems xbox 720 (FF15 Agnes)

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ronvalencia

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#451 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Nice article from digital foundry, here's another one from them...

MLAA's expensive computational algorithms have hitherto made it suitable running on PlayStation 3 only, with the super-fast SPUs working in parallel to process the image in around 3-4 milliseconds. But MLAA is now being developed for Xbox 360 and PC too in the form of Jimenez MLAA, created by Jorge Jimenez, Jose I. Echevarria and Diego Gutierrez. Jimenez MLAA runs on GPU, and there have been suggestions that the technique loses an element of quality as graphics cores handle somewhat simpler code than SPUs. The Jimenez team take issue with this and can point to the results seen in the video clips in this feature, independently generated by Digital Foundry on clips of our choosing, filtered with their code.mrfrosty151986

http://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing

After that,

"In our tests, it produces results on par (when not superior) to CPU MLAA. One of our best features is that we are very conservative with the image: we only process where we are sure there is a perceptible edge; and version 1.6 does a pretty good job searching for perceptible edges. This allows preserving the maximum sharpness while still processing all the relevant jaggies."

Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.

The results are.... both XBox 360 and PS3 fighting for second place and results are roughtly on par with each other.

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mrfrosty151986

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#452 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

After that,

"In our tests, it produces results on par (when not superior) to CPU MLAA. One of our best features is that we are very conservative with the image: we only process where we are sure there is a perceptible edge; and version 1.6 does a pretty good job searching for perceptible edges. This allows preserving the maximum sharpness while still processing all the relevant jaggies."

ronvalencia

Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.

The results are.... both XBox 360 and PS3 fighting for second place and results are roughtly on par with each other.

From what I can see PS3 is winning....
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ronvalencia

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#453 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.mrfrosty151986

The results are.... both XBox 360 and PS3 fighting for second place and results are roughtly on par with each other.

From what I can see PS3 is winning....

or losing.

Your fanboy claim is LOL.

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ronvalencia

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#454 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Nice article from digital foundry, here's another one from them...

MLAA's expensive computational algorithms have hitherto made it suitable running on PlayStation 3 only, with the super-fast SPUs working in parallel to process the image in around 3-4 milliseconds. But MLAA is now being developed for Xbox 360 and PC too in the form of Jimenez MLAA, created by Jorge Jimenez, Jose I. Echevarria and Diego Gutierrez. Jimenez MLAA runs on GPU, and there have been suggestions that the technique loses an element of quality as graphics cores handle somewhat simpler code than SPUs. The Jimenez team take issue with this and can point to the results seen in the video clips in this feature, independently generated by Digital Foundry on clips of our choosing, filtered with their code.mrfrosty151986

http://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing

After that,

"In our tests, it produces results on par (when not superior) to CPU MLAA. One of our best features is that we are very conservative with the image: we only process where we are sure there is a perceptible edge; and version 1.6 does a pretty good job searching for perceptible edges. This allows preserving the maximum sharpness while still processing all the relevant jaggies."

Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.

MLAA targets a specific workload type and it's considerably less than comparing an entire game A vs an entire game B..

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ronvalencia

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#455 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] I don't see where it doesn't say it's not used either so I wouldn't exactly call that as definitive proof that it doesn't have HDR, would you?mrfrosty151986

They made no mention of HDR when they listed down other effects, but you claimed Killzone 2 having HDR without providing documentation..

And you assuming it doesn't have HDR without concrete proof.... Fan boy...........

But I am curious, is it Sony you dislike or nvidia? Or is it both?

PS; I also own

1. a Sony Bravia 46 inch HDTV (1980x1080p).

2. an ASUS G1S with NVIDIA Geforce 8600M GT http://forums.laptopvideo2go.com/topic/22285-cant-install-any-driver-to-my-asus-g1sn-9500m-gs/#entry109697

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clyde46

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#456 clyde46
Member since 2005 • 49061 Posts
Jesus guys. Get a room.
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mrfrosty151986

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#457 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

The results are.... both XBox 360 and PS3 fighting for second place and results are roughtly on par with each other.

ronvalencia

From what I can see PS3 is winning....

or losing.

Your fanboy claim is LOL.

The best thing I don't own any console... so kind of hard to be a fan boy of either console...
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mrfrosty151986

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#458 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

After that,

"In our tests, it produces results on par (when not superior) to CPU MLAA. One of our best features is that we are very conservative with the image: we only process where we are sure there is a perceptible edge; and version 1.6 does a pretty good job searching for perceptible edges. This allows preserving the maximum sharpness while still processing all the relevant jaggies."

ronvalencia

Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.

MLAA targets a specific workload type and it's considerably less than comparing an entire game A vs an entire game B..

Difference in scenes and assets will still skew results..... And different studios will get slower or faster implementations..

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04dcarraher

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#459 04dcarraher
Member since 2004 • 23858 Posts
Jesus guys. Get a room.clyde46
That's an understatement
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mrfrosty151986

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#460 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="clyde46"]Jesus guys. Get a room.04dcarraher
That's an understatement

We tried to get a room but it wasn't rendered with clean enough bed sheets for him so he declined me and my body...
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loosingENDS

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#461 loosingENDS
Member since 2011 • 11793 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Funny that Xenos can process MLAA faster than SPEs. ronvalencia

Proof?

http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-mlaa-heads-for-360-pc?page=1

MLAA is a graphics problem and GPUs are designed to process graphics workloads.

Xbox 360's Xenos has 2.47ms range (with still a lot of possible optimisations to try) while 5 SPEs has 3 to 4 ms range.

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

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04dcarraher

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#462 04dcarraher
Member since 2004 • 23858 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Proof?loosingENDS

http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-mlaa-heads-for-360-pc?page=1

MLAA is a graphics problem and GPUs are designed to process graphics workloads.

Xbox 360's Xenos has 2.47ms range (with still a lot of possible optimisations to try) while 5 SPEs has 3 to 4 ms range.

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

extra cost was from bluray and extra features and better quality material. which was hacked down with every revision.
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loosingENDS

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#463 loosingENDS
Member since 2011 • 11793 Posts

[QUOTE="loosingENDS"]

[QUOTE="ronvalencia"]

http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-mlaa-heads-for-360-pc?page=1

MLAA is a graphics problem and GPUs are designed to process graphics workloads.

Xbox 360's Xenos has 2.47ms range (with still a lot of possible optimisations to try) while 5 SPEs has 3 to 4 ms range.

04dcarraher

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

extra cost was from bluray and extra features and better quality material. which was hacked down with every revision.

Indeed, but for 600$ you would also expect far better visuals

I will not even mention the one year later release of PS3 comparing to 360

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04dcarraher

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#464 04dcarraher
Member since 2004 • 23858 Posts

[QUOTE="04dcarraher"][QUOTE="loosingENDS"]

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

loosingENDS

extra cost was from bluray and extra features and better quality material. which was hacked down with every revision.

Indeed, but for 600$ you would also expect far better visuals

I will not even mention the one year later release of PS3 comparing to 360

At the time the PS3 came out bluray players were $500+ so really at that time a PS3's were a better all in one multimedia device for movies and gaming etc. It wasnt until 1st party dev's ie 2008+ started to off load gpu workloads off the RSX onto the SPE's which really helped. But by end of 2006 both consoles were outclassed.
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adamosmaki

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#465 adamosmaki
Member since 2007 • 10718 Posts

[QUOTE="04dcarraher"][QUOTE="loosingENDS"]

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

loosingENDS

extra cost was from bluray and extra features and better quality material. which was hacked down with every revision.

Indeed, but for 600$ you would also expect far better visuals

I will not even mention the one year later release of PS3 comparing to 360

Loosey i like how are you comparing the $300 core model of 360 to the $600 model of PS3. At least compare it to the $500 model. Also the $500 PS3 at least had backwards compatibility at launch ( and not the butchered BC 360 had ) alongside bluray .
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ronvalencia

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#466 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Proof?loosingENDS

http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-mlaa-heads-for-360-pc?page=1

MLAA is a graphics problem and GPUs are designed to process graphics workloads.

Xbox 360's Xenos has 2.47ms range (with still a lot of possible optimisations to try) while 5 SPEs has 3 to 4 ms range.

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

Note that PS3's PCB has additional 72 bit traces for XDR(1) on top of 128 bit traces for GDDR3. PS3's PCB has higher quality than Xbox 360.

1. http://www.rambus.com/de/technology/applications/gaming/ps3.html

It's no accident that both NVIDIA and AMD has moved towards large scale SMT + unified shader enabled GPU designs i.e. AMD Xenos has superior bang per buck.


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ronvalencia

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#467 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] I wouldn't count on it.... compression/decompression is not exactly a performance hog....mrfrosty151986
SPUs doesn't have ussual texture units.

They don't have too, that's the beauty of Cell...... it's what you want it to be..

That's my point, RSX can't do it alone.
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ronvalencia

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#468 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.mrfrosty151986

MLAA targets a specific workload type and it's considerably less than comparing an entire game A vs an entire game B..

Difference in scenes and assets will still skew results..... And different studios will get slower or faster implementations..

CELL's SPE would be inherently slower. It's load/store unit *is* CPU like (i.e. kitbash VMX unit) vs texture units from the GPU. The GPU has multiple load/store units in the form of texture units.

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ronvalencia

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#469 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Surprise surprise another fan boy comment trying to come with an excuse, please continue.......mrfrosty151986
Again, still not running common datasets for both platforms with the same image quality targets and artwork.

Which will never happen... but you may continue to cherry pick situations and dream....

Your the one cherry picking.
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ronvalencia

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#470 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] And you assuming it doesn't have HDR without concrete proof.... Fan boy...........

But I am curious, is it Sony you dislike or nvidia? Or is it both?

mrfrosty151986

LOL with "it Sony you dislike". You assume too much.

My last Intel Core 2 Duo P8700 based laptop i.e. Sony Vaio VGN-FW45


I didn't asume anything, that's why I asked the question and by the looks of it the answer to that question is Nvidia.

By asking the question, you have already revealed your POV.

IF NVIDIA RSX is on par with AMD Xenos, how come PS3 has inferior results with games that has very little SPU usage e.g. Street Fighter IV**. **Port of Taito Type X2 with 7900 GS version..

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#471 KarateeeChop
Member since 2010 • 4666 Posts

[QUOTE="04dcarraher"][QUOTE="loosingENDS"]

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

loosingENDS

extra cost was from bluray and extra features and better quality material. which was hacked down with every revision.

Indeed, but for 600$ you would also expect far better visuals

I will not even mention the one year later release of PS3 comparing to 360

:lol:

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glez13

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#472 glez13
Member since 2006 • 10314 Posts

Wow. Loosingends is really good at keeping threads alive.:o He changes subjects every few pages. :lol:

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loosingENDS

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#473 loosingENDS
Member since 2011 • 11793 Posts

Wow. Loosingends is really good at keeping threads alive.:o He changes subjects every few pages. :lol:

glez13

I never changed subject, ZombiU graphics are ancient and last gen, even comparing to Kameo, a launch xbxo 360 title

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mrfrosty151986

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#474 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

LOL with "it Sony you dislike". You assume too much.

My last Intel Core 2 Duo P8700 based laptop i.e. Sony Vaio VGN-FW45


ronvalencia

I didn't asume anything, that's why I asked the question and by the looks of it the answer to that question is Nvidia.

By asking the question, you have already revealed your POV.

IF NVIDIA RSX is on par with AMD Xenos, how come PS3 has inferior results with games that has very little SPU usage e.g. Street Fighter IV**. **Port of Taito Type X2 with 7900 GS version..

It is on par.... According to nAo... a developers who's used both machine over at beyond3d....
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#475 NineTailedGoku
Member since 2012 • 1977 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Proof?loosingENDS

http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-mlaa-heads-for-360-pc?page=1

MLAA is a graphics problem and GPUs are designed to process graphics workloads.

Xbox 360's Xenos has 2.47ms range (with still a lot of possible optimisations to try) while 5 SPEs has 3 to 4 ms range.

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

Using the stripped down version of the 360 in comparison to the premium PS3, Nice! Never knew the $400 sku never existed.

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deactivated-5b78379493e12

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#476 deactivated-5b78379493e12
Member since 2005 • 15625 Posts

I guess you are still cool if you bash Nintendo products.

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Inconsistancy

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#477 Inconsistancy
Member since 2004 • 8094 Posts
[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] I didn't asume anything, that's why I asked the question and by the looks of it the answer to that question is Nvidia.mrfrosty151986

By asking the question, you have already revealed your POV.

IF NVIDIA RSX is on par with AMD Xenos, how come PS3 has inferior results with games that has very little SPU usage e.g. Street Fighter IV**. **Port of Taito Type X2 with 7900 GS version..

It is on par.... According to nAo... a developers who's used both machine over at beyond3d....

His whole argument has been, RSX + Cell ~= Xenos; but not alone. :roll:
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mrfrosty151986

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#478 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

By asking the question, you have already revealed your POV.

IF NVIDIA RSX is on par with AMD Xenos, how come PS3 has inferior results with games that has very little SPU usage e.g. Street Fighter IV**. **Port of Taito Type X2 with 7900 GS version..

Inconsistancy
It is on par.... According to nAo... a developers who's used both machine over at beyond3d....

His whole argument has been, RSX + Cell ~= Xenos; but not alone. :roll:

And his last post was RSX vs Xenos... so learn to read before you butt in to other peoples conversations... :|
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ronvalencia

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#479 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] I didn't asume anything, that's why I asked the question and by the looks of it the answer to that question is Nvidia.mrfrosty151986

By asking the question, you have already revealed your POV.

IF NVIDIA RSX is on par with AMD Xenos, how come PS3 has inferior results with games that has very little SPU usage e.g. Street Fighter IV**. **Port of Taito Type X2 with 7900 GS version..

It is on par.... According to nAo... a developers who's used both machine over at beyond3d....

According to http://www.eurogamer.net/articles/face-off-street-fighter-iv-article they are not on par.

We'll go into the differences in more depth in a minute, but the key change is that every single close-up sees the PS3 game dynamically downscale to 1120x630, whereas the Xbox 360 game continues to remain at the full 720p resolution.

PS3 version doesn't have AA. This is a game that was originaly running on Taito Type X2 with Geforce 7900 GS.

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mrfrosty151986

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#480 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

By asking the question, you have already revealed your POV.

IF NVIDIA RSX is on par with AMD Xenos, how come PS3 has inferior results with games that has very little SPU usage e.g. Street Fighter IV**. **Port of Taito Type X2 with 7900 GS version..

ronvalencia

It is on par.... According to nAo... a developers who's used both machine over at beyond3d....

According to http://www.eurogamer.net/articles/face-off-street-fighter-iv-article they are not on par.

We'll go into the differences in more depth in a minute, but the key change is that every single close-up sees the PS3 game dynamically downscale to 1120x630, whereas the Xbox 360 game continues to remain at the full 720p resolution.

A multi-plat? Sheer desperation.... Developer at work...... http://forum.beyond3d.com/showpost.php?p=967689&postcount=74

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

And 360's version of the Sabatour doesn't have AA, PS3 version does.... you point being?

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ronvalencia

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#481 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] It is on par.... According to nAo... a developers who's used both machine over at beyond3d....mrfrosty151986

According to http://www.eurogamer.net/articles/face-off-street-fighter-iv-article they are not on par.

We'll go into the differences in more depth in a minute, but the key change is that every single close-up sees the PS3 game dynamically downscale to 1120x630, whereas the Xbox 360 game continues to remain at the full 720p resolution.

A multi-plat? Sheer desperation.... Developer at work...... http://forum.beyond3d.com/showpost.php?p=967689&postcount=74

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

Depends on those cases if they avoid Geforce 7/RSX design issues.

Test cases doesn't prove anyting when you have an entire game running on both platfroms.

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mrfrosty151986

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#482 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"]

[QUOTE="ronvalencia"]

According to http://www.eurogamer.net/articles/face-off-street-fighter-iv-article they are not on par.

We'll go into the differences in more depth in a minute, but the key change is that every single close-up sees the PS3 game dynamically downscale to 1120x630, whereas the Xbox 360 game continues to remain at the full 720p resolution.

ronvalencia

A multi-plat? Sheer desperation.... Developer at work...... http://forum.beyond3d.com/showpost.php?p=967689&postcount=74

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

Depends on those cases if they avoid Geforce 7/RSX design issues.

You do realize that RSX is not just a straight cut G70 don't you?
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ronvalencia

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#483 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] A multi-plat? Sheer desperation.... Developer at work...... http://forum.beyond3d.com/showpost.php?p=967689&postcount=74

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

mrfrosty151986

Depends on those cases if they avoid Geforce 7/RSX design issues.

You do realize that RSX is not just a straight cut G70 don't you?

In the same thread, you have other developers disagreeing with nAo.

PS: I have already seen this thread sometime ago.

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mrfrosty151986

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#484 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Depends on those cases if they avoid Geforce 7/RSX design issues.ronvalencia

You do realize that RSX is not just a straight cut G70 don't you?

In the same thread, you have other developers disagreeing with nAo.

PS: I have already seen this thread sometime ago.

nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)
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ronvalencia

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#485 ronvalencia
Member since 2008 • 29612 Posts

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

mrfrosty151986

"Assasin's Creed Dev team said AI code is faster on X360".

And 360's version of the Sabatour doesn't have AA, PS3 version does.... you point being?

mrfrosty151986

CELL... I was talking about without CELL.

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mrfrosty151986

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#486 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"]

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

ronvalencia

"Assasin's Creed Dev team said AI code is faster on X360".

And 360's version of the Sabatour doesn't have AA, PS3 version does.... you point being?

mrfrosty151986

CELL... I was talking about without CELL.

AI code does run faster on Xenon because it's a more Integer focused CPU where as Cell is more floating point based. Still, can you notice the difference in the AI between the 2 versions? Because I've never heard anyone complain about it ;)
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ronvalencia

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#487 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"]

You do realize that RSX is not just a straight cut G70 don't you?mrfrosty151986

In the same thread, you have other developers disagreeing with nAo.

PS: I have already seen this thread sometime ago.

nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)

I'm already aware of Heavenly Sword's NAO32/ LogLuv HDR(integer HDR). LogLuv HDR works fine on DirectX9c GPUs. LogLuv HDR method was ported to Xbox 360 and it works fine with it's MSAA.

Beside losing a few cycles, LogLuv Encode and LogLuv Decode shader program is simple enough that doesn't step on Geforce 7/RSX's design weakness.

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mrfrosty151986

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#488 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

In the same thread, you have other developers disagreeing with nAo.

PS: I have already seen this thread sometime ago.

ronvalencia

nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)

I'm already aware of Heavenly Sword's NAO32/ LogLuv HDR(integer HDR). LogLuv HDR works fine on DirectX9c GPUs. LogLuv HDR method was ported to Xbox 360 and it works fine with it's MSAA.

Now why would try and bring 360 into the fray again? Singing it's praises that it can handle NAO32? An Nvidia 6600 can run NAO32... it's nothing special.

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ronvalencia

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#489 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)mrfrosty151986

I'm already aware of Heavenly Sword's NAO32/ LogLuv HDR(integer HDR). LogLuv HDR works fine on DirectX9c GPUs. LogLuv HDR method was ported to Xbox 360 and it works fine with it's MSAA.

Now why would try and bring 360 into the fray again? Singing it's praises that it can handle NAO32? An Nvidia 6600 can run NAO32... it's nothing special.

This topic is about Wii U, Xbox 360 and next-gen 720.
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mrfrosty151986

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#490 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"]

[QUOTE="ronvalencia"] I'm already aware of Heavenly Sword's NAO32/ LogLuv HDR(integer HDR). LogLuv HDR works fine on DirectX9c GPUs. LogLuv HDR method was ported to Xbox 360 and it works fine with it's MSAA.ronvalencia

Now why would try and bring 360 into the fray again? Singing it's praises that it can handle NAO32? An Nvidia 6600 can run NAO32... it's nothing special.

This topic is about Wii U, Xbox 360 and next-gen 720.

So let's just end it then Wii U is more powerful then 360 and my PC is more powerful then 720 /thread?
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ronvalencia

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

[QUOTE="mrfrosty151986"]

You do realize that RSX is not just a straight cut G70 don't you?mrfrosty151986

In the same thread, you have other developers disagreeing with nAo.

PS: I have already seen this thread sometime ago.

nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)

From one post, you praises it as " technical marvel" then later you stated "it's nothing special".
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ronvalencia

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#492 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Now why would try and bring 360 into the fray again? Singing it's praises that it can handle NAO32? An Nvidia 6600 can run NAO32... it's nothing special.mrfrosty151986
This topic is about Wii U, Xbox 360 and next-gen 720.

So let's just end it then Wii U is more powerful then 360 and my PC is more powerful then 720 /thread?

It depends if Wii U selects Radeon HD 7470M level GPU instead of Radeon HD 7570M level GPU. Both has 64bit VRAM.

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#493 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

In the same thread, you have other developers disagreeing with nAo.

PS: I have already seen this thread sometime ago.

ronvalencia
nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)

From one post, you praises it as " technical marvel" then later you stated "it's nothing special".

You really need to learn to read and comprehend peoples posts.... I said heavenly sword was a technical marvel and that NAO32 was nothing special... Do you understand now or do you want me to draw you a picture in MS paint?
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ronvalencia

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#494 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] nAo was at the time one of the only few that's coded for both machines and heavenly Sword was a technical marvel on PS3, 1280x720, HDR, 4xMSAA.... He knows his stuff.... ;)mrfrosty151986
From one post, you praises it as " technical marvel" then later you stated "it's nothing special".

You really need to learn to read and comprehend peoples posts.... I said heavenly sword was a technical marvel and that NAO32 was nothing special... Do you understand now or do you want me to draw you a picture in MS paint?

One of the main graphics feature with heavenly sword is it's NAO32 workaround for HDR.

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mrfrosty151986

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#495 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] From one post, you praises it as " technical marvel" then later you stated "it's nothing special".ronvalencia
You really need to learn to read and comprehend peoples posts.... I said heavenly sword was a technical marvel and that NAO32 was nothing special... Do you understand now or do you want me to draw you a picture in MS paint?

One of the main graphics feature with heavenly sword is it's NAO32 workaround.

One....One of.... :|

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#496 loosingENDS
Member since 2011 • 11793 Posts

[QUOTE="loosingENDS"]

[QUOTE="ronvalencia"]

http://www.gamesindustry.biz/articles/digitalfoundry-tech-focus-mlaa-heads-for-360-pc?page=1

MLAA is a graphics problem and GPUs are designed to process graphics workloads.

Xbox 360's Xenos has 2.47ms range (with still a lot of possible optimisations to try) while 5 SPEs has 3 to 4 ms range.

NineTailedGoku

Funny how superior the 300$ xbox 360 hardware is, when PS3 had a 600$ cost at launch and came a year later

Using the stripped down version of the 360 in comparison to the premium PS3, Nice! Never knew the $400 sku never existed.

There was never a "stripped down" version of xbox 360, all xbox 360s play all available games

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ronvalencia

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#497 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] You really need to learn to read and comprehend peoples posts.... I said heavenly sword was a technical marvel and that NAO32 was nothing special... Do you understand now or do you want me to draw you a picture in MS paint?

One of the main graphics feature with heavenly sword is it's NAO32 workaround.

One....One of....

What else could there be? It's not Crysis 2 tech demo.
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mrfrosty151986

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#498 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] One of the main graphics feature with heavenly sword is it's NAO32 workaround.

One....One of....

What else could there be? It's not Crysis 2 tech demo.

4xMSAA... stupidly rare these days Native 720p rendering, again getting pretty rare these days Loads of on-screen enemies, animation physics...... And it was a first generation game..... You've said you've read that RSX Vertex thread, well read it again because there's quite a lot of information on heaveny Sword on there.....
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ronvalencia

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#499 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] It is on par.... According to nAo... a developers who's used both machine over at beyond3d....mrfrosty151986

According to http://www.eurogamer.net/articles/face-off-street-fighter-iv-article they are not on par.

We'll go into the differences in more depth in a minute, but the key change is that every single close-up sees the PS3 game dynamically downscale to 1120x630, whereas the Xbox 360 game continues to remain at the full 720p resolution.

A multi-plat? Sheer desperation.... Developer at work...... http://forum.beyond3d.com/showpost.php?p=967689&postcount=74

Got to love Capcom too for sayng 360's CPU is about as fast as a Penitum Dual Core.... man that's weak!!! :lol:

And 360's version of the Sabatour doesn't have AA, PS3 version does.... you point being?

In some test cases, RSX is faster than Xenos, but that doesn't prove anything.

Test case examples

test_cases.jpg

PS3 is faster in Propagation and LPV rendering stages. This is for CryEngine 3.

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ronvalencia

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#500 ronvalencia
Member since 2008 • 29612 Posts

4xMSAA... stupidly rare these days Native 720p rendering, again getting pretty rare these days Loads of on-screen enemies, animation physics...... And it was a first generation game.....

mrfrosty151986

Deferred rendering doesn't play nice with existing MSAA hardware, unless the user has the hardware with brute force performance e.g. Hitman Absolution PC edition with DR + MSAA enabled. There's a reason for MSAA being MIA.


You've said you've read that RSX Vertex thread, well read it again because there's quite a lot of information on heaveny Sword on there.....

mrfrosty151986

I don't need to read it again.