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

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ronvalencia

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#351 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Not a lot as at this point in there life cycle the systems are currently too bandwidth starved for more GPU power to make that much of a difference. And stop dismissing exclusive games, you never ever judge a game by ports and technically PS3 exclusive games are, in my eyes a step above 360 ones.

On industry standard computer benchmark practises, compute benchmarks are judged by negating the artwork subjectivity. They must run the same datasets.

Dude these are consoles and console have and always will be judged on exclusive games to show there technical ability.

It would be subjective and doesn't match David Shippy's assessment.
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#352 freedomfreak
Member since 2004 • 52566 Posts
This is a proper loosingends thread.
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ronvalencia

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#353 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Cell does assist RSX but not as much as you think, RSX is still a very capable GPU as exclusive games have shown and there's even been developers over Beyond3D say that it's also very competent.mrfrosty151986

Again, exclusive games doesn't negate artwork subjectivity.

On deferred shading, Sony has a white paper on CELL's 5 SPEs ~= Geforce 7800 GTX.

What happens if PS3 has Radeon X1950 (with 128bit, 8 ROPs) instead of Geforce 7800 (with 128bit, 8 ROPs)?

Not a lot as at this point in there life cycle the systems are currently too bandwidth starved for more GPU power to make that much of a difference.

In general, shader programs runs on the GPU within the limitation of the register storage.

Radeon X1950 Pro equiped PS3 would be reducing CELL patches e.g. shader branch, lost compute due to shader stalls from texture fetch operations, full speed 32bit compute, 3DC+ texture compression support, GpGPU (AMD Close-To-Metal) and 'etc'.

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mrfrosty151986

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#354 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] On industry standard computer benchmark practises, compute benchmarks are judged by negating the artwork subjectivity. They must run the same datasets.

Dude these are consoles and console have and always will be judged on exclusive games to show there technical ability.

It would be subjective and doesn't match David Shippy's assessment.

Each developer has there own assessments, views and knowledge of the systems, that's why your comparison and logic is flawed. A team like Naughty Dog might of been able to of get the game performing better and faster on PS3 due to being much more experienced with the system.
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mrfrosty151986

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

Again, exclusive games doesn't negate artwork subjectivity.

On deferred shading, Sony has a white paper on CELL's 5 SPEs ~= Geforce 7800 GTX.

What happens if PS3 has Radeon X1950 (with 128bit, 8 ROPs) instead of Geforce 7800 (with 128bit, 8 ROPs)?

ronvalencia
Not a lot as at this point in there life cycle the systems are currently too bandwidth starved for more GPU power to make that much of a difference.

In general, shader programs runs on the GPU within the limitation of the register storage.

But they still need memory access to do it, which costs memory bandwidth.
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ronvalencia

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#356 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Dude these are consoles and console have and always will be judged on exclusive games to show there technical ability.

It would be subjective and doesn't match David Shippy's assessment.

Each developer has there own assessments, views and knowledge of the systems, that's why your comparison and logic is flawed. A team like Naughty Dog might of been able to of get the game performing better and faster on PS3 due to being much more experienced with the system.

The statement "might of been able to" is a problem. It brings in subjectivity to the debate.
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ronvalencia

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#357 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Not a lot as at this point in there life cycle the systems are currently too bandwidth starved for more GPU power to make that much of a difference. mrfrosty151986
In general, shader programs runs on the GPU within the limitation of the register storage.

But they still need memory access to do it, which costs memory bandwidth.

Radeon X1950 has 512 threads (for pixel shader) to expand the register storage and fixes pixel shader stalls with texture fetch operations.

Radeon X1950 is a half way house between Geforce 7 and Geforce 8 i.e. it has similar hardware technology as with G80.

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mrfrosty151986

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#358 mrfrosty151986
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] In general, shader programs runs on the GPU within the limitation of the register storage.

But they still need memory access to do it, which costs memory bandwidth.

Radeon X1950 has 512 threads (for pixel shader) to expand register storage.

Dude seriously, stop bringing up PC cards please, we're discussing RSX and Xenos. If you're going to start bring up PC hardware I'll bring my 7950's to the party.
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ronvalencia

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#359 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] But they still need memory access to do it, which costs memory bandwidth.mrfrosty151986
Radeon X1950 has 512 threads (for pixel shader) to expand register storage.

Dude seriously, stop bringing up PC cards please, we're discussing RSX and Xenos. If you're going to start bring up PC hardware I'll bring my 7950's to the party.

We are discussing Wii U, Xbox 360 and PS3. X1950 Pro is for What If scenario i.e. PS3 equiped with X1950 type GPU.

Tthe limitations with Geforce 7 can be applied on NVIDIA RSX i.e. the key hardware design is the same.

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mrfrosty151986

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#360 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Radeon X1950 has 512 threads (for pixel shader) to expand register storage.ronvalencia

Dude seriously, stop bringing up PC cards please, we're discussing RSX and Xenos. If you're going to start bring up PC hardware I'll bring my 7950's to the party.

We are discussing Wii U, Xbox 360 and PS3. X1950 Pro is for What If scenario i.e. PS3 equiped with X1950 type GPU.

Tthe limitations with Geforce 7 can be applied on NVIDIA RSX i.e. the key hardware design is the same.

RSX doesn't really suffer the problems that desktop G70 does because developers code around them, how many times do I have to say that before you let it sink in to that skull of yours?
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ronvalencia

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#361 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Dude seriously, stop bringing up PC cards please, we're discussing RSX and Xenos. If you're going to start bring up PC hardware I'll bring my 7950's to the party.mrfrosty151986

We are discussing Wii U, Xbox 360 and PS3. X1950 Pro is for What If scenario i.e. PS3 equiped with X1950 type GPU.

Tthe limitations with Geforce 7 can be applied on NVIDIA RSX i.e. the key hardware design is the same.

RSX doesn't really suffer the problems that desktop G70 does because developers code around them, how many times do I have to say that before you let it sink in to that skull of yours?

"Developers code around them" has limits i.e.

1. have they overcome RSX's pixel shader stalls during texture fetch operations?

2. have they overcome shader branch issue without the aid of CELL?

3. have they overcome shader indexing problem without the aid of CELL?

4. have they overcome vertex shader problem without the aid of CELL?

5. have they overcome tessellation (geometry amplification) problem without the aid of CELL?

Note that LogLuv/Integer HDR and FXAA (post processing AA) works on desktop Geforce 7.

Workarounds usually has compute penalty associated with it.

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mrfrosty151986

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#362 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

We are discussing Wii U, Xbox 360 and PS3. X1950 Pro is for What If scenario i.e. PS3 equiped with X1950 type GPU.

Tthe limitations with Geforce 7 can be applied on NVIDIA RSX i.e. the key hardware design is the same.

ronvalencia

RSX doesn't really suffer the problems that desktop G70 does because developers code around them, how many times do I have to say that before you let it sink in to that skull of yours?

"Developers code around them" has limits i.e.

1. have they overcome RSX's pixel shader stalls during texture fetch operations?

2. have they overcome shader branch issue without the aid of CELL?

3. have they overcome shader indexing problem without the aid of CELL?

4. have they overcome vertex shader problem without the aid of CELL?

5. have they overcome tessellation (geometry amplification) problem without the aid of CELL?

Note that LogLuv/Integer HDR and FXAA (post processing AA) works on desktop Geforce 7.

Workarounds usually has compute penalty associated with it.

You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.

And tessellation? RSX is aout as good at tessellation as Xenos's weak tesselltion unit.

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RyviusARC

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#363 RyviusARC
Member since 2011 • 5708 Posts

You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.mrfrosty151986

With aid from the Cell.

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mrfrosty151986

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#364 mrfrosty151986
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[QUOTE="mrfrosty151986"]You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.RyviusARC

With aid from the Cell.

And? 360 games use Xenon to help Xenos too...
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#365 CTR360
Member since 2007 • 9217 Posts
OMG
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RyviusARC

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#366 RyviusARC
Member since 2011 • 5708 Posts

mrfrosty151986

And? 360 games use Xenon to help Xenos too...

But his whole point was that the Xenos could do things the RSX couldn't without the help from the CELL.

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#367 nameless12345
Member since 2010 • 15125 Posts

Ah yes, a LoosingEnds thread...

ZombiU looks decent for a early Wii U game and does the job of being atmospheric and spooky.

PDZ and Kameo weren't as graphically amazing as you are hyping them to be.

They were initially developed for the first Xbox and then development shifted to the 360.

They look nice for early 360 games, mind, prooving that Rare were, indeed, wizards of visual magic.

Witcher 2 on the 360 looks pretty much like the PC version running on low details and in lower resolution.

The only thing they added was some new lighting but honestly, that doesn't make the game look as good as the PC version running on high-end hardware (still good looking 360 game tho).

And Agni's Philosophy is just a tech demo running on high-end PC hardware of today.

We don't know anything concrete about the next Xbox and if the next FF will really look like this (maybe during interactive cut-scenes, like Uncharted has).

Any questions?

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mrfrosty151986

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#368 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"]

RyviusARC

And? 360 games use Xenon to help Xenos too...

But his whole point was that the Xenos could do things the RSX couldn't without the help from the CELL.

And RSX can do things that Xenos can't.... there's situations on both machines where either would struggle over the other. And considering he's linked to a few quotes from Beyond3D he should know that.
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ronvalencia

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#369 ronvalencia
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[QUOTE="mrfrosty151986"][QUOTE="RyviusARC"]

You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.mrfrosty151986

With aid from the Cell.

And? 360 games use Xenon to help Xenos too...

Xbox 360's CPU assistance for the GPU is less than PS3.
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ronvalencia

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#370 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] RSX doesn't really suffer the problems that desktop G70 does because developers code around them, how many times do I have to say that before you let it sink in to that skull of yours?mrfrosty151986

"Developers code around them" has limits i.e.

1. have they overcome RSX's pixel shader stalls during texture fetch operations?

2. have they overcome shader branch issue without the aid of CELL?

3. have they overcome shader indexing problem without the aid of CELL?

4. have they overcome vertex shader problem without the aid of CELL?

5. have they overcome tessellation (geometry amplification) problem without the aid of CELL?

Note that LogLuv/Integer HDR and FXAA (post processing AA) works on desktop Geforce 7.

Workarounds usually has compute penalty associated with it.

You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.

And tessellation? RSX is aout as good at tessellation as Xenos's weak tesselltion unit.

Killzone 2 didn't have HDR hence it avoided RSX's HDR FP + MSAA design issue.

Killzone 3 used MLAA instead of MSAA and hence it avoided RSX's MSAA + HDR design issue.

Crysis 2 is loaded with more technical effects (GI, HDR, DRL) the Killzone 2 and Killzone 3.

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#371 mrfrosty151986
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"][QUOTE="RyviusARC"]

With aid from the Cell.

And? 360 games use Xenon to help Xenos too...

Xbox 360's CPU assistance for the GPU is less than PS3.

You would be suprised what developers are doing over memexport. The problem with you is that your an AMD fan boy which it clouding your feelings towards RSX as it's made by Nvidia. Xenos is far from perfect, one of the issues that it tends to suffer the most compared to RSX is texture filtering, RSX while not being amazing at it does handle better then Xenos does. It also suffers from banding in a few games due to be pretty much limited to FP10 HDR compared to FP16 HDR on RSX, but yet you don't mention any of these defects? I've also noticed that you have not talked about how using predicted tiling causes shaders, vertex meshes and other assets to be calculated 3-4x due to overlapping tiles? How about it's poor implementation of EDRAM? And how that causes development problems and has been the main reason why most games run at subHD on 360? You don't talk about any of that and yet only insist on bashing RSX because you either don't like Sony or you don't like nvidia.
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mrfrosty151986

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#372 mrfrosty151986
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[QUOTE="mrfrosty151986"]

[QUOTE="ronvalencia"]

"Developers code around them" has limits i.e.

1. have they overcome RSX's pixel shader stalls during texture fetch operations?

2. have they overcome shader branch issue without the aid of CELL?

3. have they overcome shader indexing problem without the aid of CELL?

4. have they overcome vertex shader problem without the aid of CELL?

5. have they overcome tessellation (geometry amplification) problem without the aid of CELL?

Note that LogLuv/Integer HDR and FXAA (post processing AA) works on desktop Geforce 7.

Workarounds usually has compute penalty associated with it.

ronvalencia

You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.

And tessellation? RSX is aout as good at tessellation as Xenos's weak tesselltion unit.

Killzone 2 didn't have HDR hence it avoided RSX's HDR FP + MSAA design issue.

Killzone 3, it used MLAA instead of MSAA and it avoided RSX's MSAA + HDR design issue.

They both use HDR, just not FP based HDR... there's also been games on 360 which don't do FP based HDR And they don't do MSAA because KZ is run on a deferred based render and frame buffer requirements for MSAA would be silly high. 360 has the same problems,
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ronvalencia

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#373 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"]

You only have to look at games like Uncharted, Killzone and other high profile games to know that they have got around most if not all of the problems.

And tessellation? RSX is aout as good at tessellation as Xenos's weak tesselltion unit.

mrfrosty151986

Killzone 2 didn't have HDR hence it avoided RSX's HDR FP + MSAA design issue.

Killzone 3, it used MLAA instead of MSAA and it avoided RSX's MSAA + HDR design issue.

They both use HDR, just not FP based HDR... there's also been games on 360 which don't do FP based HDR And they don't do MSAA because KZ is run on a deferred based render and frame buffer requirements for MSAA would be silly high. 360 has the same problems,

KillZone 2 doesn't have HDR. Find it in http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

PS; In addition to deferred render pass, Killzone 2's SPUs runs forward render pass (slide 43). Killzone 2 is a hybrid renderer.

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mrfrosty151986

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#374 mrfrosty151986
Member since 2012 • 533 Posts

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

Killzone 2 didn't have HDR hence it avoided RSX's HDR FP + MSAA design issue.

Killzone 3, it used MLAA instead of MSAA and it avoided RSX's MSAA + HDR design issue.

ronvalencia

They both use HDR, just not FP based HDR... there's also been games on 360 which don't do FP based HDR And they don't do MSAA because KZ is run on a deferred based render and frame buffer requirements for MSAA would be silly high. 360 has the same problems,

KillZone 2 doesn't have HDR. Find it in http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.
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ronvalencia

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#375 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] They both use HDR, just not FP based HDR... there's also been games on 360 which don't do FP based HDR And they don't do MSAA because KZ is run on a deferred based render and frame buffer requirements for MSAA would be silly high. 360 has the same problems,mrfrosty151986

KillZone 2 doesn't have HDR. Find it in http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.

That's the problem with exclusive titles i.e. they don't run with the same datasets with the same image quality targets.

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mrfrosty151986

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

KillZone 2 doesn't have HDR. Find it in http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.

That's the problem with exclusive titles i.e. they don't run on the same datasets with the same image quality targets.

Halo 3 run at subHD because of the EDRAM....
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ronvalencia

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#377 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.mrfrosty151986
That's the problem with exclusive titles i.e. they don't run on the same datasets with the same image quality targets.

Halo 3 run at subHD because of the EDRAM....

It's due to double HDR FP buffers.
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ronvalencia

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#378 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] They both use HDR, just not FP based HDR... there's also been games on 360 which don't do FP based HDR And they don't do MSAA because KZ is run on a deferred based render and frame buffer requirements for MSAA would be silly high. 360 has the same problems,mrfrosty151986

KillZone 2 doesn't have HDR. Find it in http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.

'

On Crysis 2, Xbox 360 has higher rendering resolution over PS3 i.e. Xbox 360's 1152x720 vs PS3's 1024x720.

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mrfrosty151986

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#379 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] That's the problem with exclusive titles i.e. they don't run on the same datasets with the same image quality targets. ronvalencia
Halo 3 run at subHD because of the EDRAM....

It's due to double HDR FP buffers.

It's due to the EDRAM...... they couldn't fit it all in 10mb as the game didn't support tiling.... major design flaw that has caused loads of games to be under 720p. PGR3 was a very early victim of this, also has no AF texturing due to Xenos sucking at it.
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mrfrosty151986

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

KillZone 2 doesn't have HDR. Find it in http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.

On Crysis 2, Xbox 360 has slighter higher rendering resolution over PS3.

And has a worse frame rate during high action scenes....
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ronvalencia

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#381 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Halo 3 run at subHD because of the EDRAM....mrfrosty151986
It's due to double HDR FP buffers.

It's due to the EDRAM...... they couldn't fit it all in 10mb as the game didn't support tiling.... major design flaw that has caused loads of games to be under 720p. PGR3 was a very early victim of this, also has no AF texturing due to Xenos sucking at it.

Double HDR FP buffers consumed EDRAM.
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mrfrosty151986

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#382 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] It's due to double HDR FP buffers. ronvalencia
It's due to the EDRAM...... they couldn't fit it all in 10mb as the game didn't support tiling.... major design flaw that has caused loads of games to be under 720p. PGR3 was a very early victim of this, also has no AF texturing due to Xenos sucking at it.

Double HDR FP buffers consumed EDRAM.

If the machine had a biger EDRAM or no EDRAM at all then Halo 3 would not of been rendered at subHD... Nice to see you avoid my post high lighting Xenos's flaws too.... The Sabateur has MLAA on PS3 and has no AA on 360.
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ronvalencia

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#383 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] And? 360 games use Xenon to help Xenos too...mrfrosty151986
Xbox 360's CPU assistance for the GPU is less than PS3.

You would be suprised what developers are doing over memexport. The problem with you is that your an AMD fan boy which it clouding your feelings towards RSX as it's made by Nvidia. Xenos is far from perfect, one of the issues that it tends to suffer the most compared to RSX is texture filtering, RSX while not being amazing at it does handle better then Xenos does. It also suffers from banding in a few games due to be pretty much limited to FP10 HDR compared to FP16 HDR on RSX, but yet you don't mention any of these defects? I've also noticed that you have not talked about how using predicted tiling causes shaders, vertex meshes and other assets to be calculated 3-4x due to overlapping tiles? How about it's poor implementation of EDRAM? And how that causes development problems and has been the main reason why most games run at subHD on 360? You don't talk about any of that and yet only insist on bashing RSX because you either don't like Sony or you don't like nvidia.

WTF is this. Leave me out it.

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#384 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] It's due to the EDRAM...... they couldn't fit it all in 10mb as the game didn't support tiling.... major design flaw that has caused loads of games to be under 720p. PGR3 was a very early victim of this, also has no AF texturing due to Xenos sucking at it.mrfrosty151986
Double HDR FP buffers consumed EDRAM.

If the machine had a biger EDRAM or no EDRAM at all then Halo 3 would not of been rendered at subHD... Nice to see you avoid my post high lighting Xenos's flaws too.... The Sabateur has MLAA on PS3 and has no AA on 360.

This again. Only a cow will repeat the mistake by Eurogamer.

In reference to http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry and I quote.

"In the meantime, what we have is something that's new and genuinely exciting from a technical standpoint. We're seeing PS3 attacking a visual problem using a method that not even the most high-end GPUs are using."

Eurogamer didn't factor in AMD's http://developer.amd.com/gpu_assets/AA-HPG09.pdf

It was later corrected by Christer Ericson, director of tools and technology at Sony Santa Monica and I quote

"The screenshots may not be showing MLAA, and it's almost certainly not a technique as experimental as we thought it was, but it's certainly the case that this is the most impressive form of this type of anti-aliasing we've seen to date in a console game. Certainly, as we alluded to originally, the concept of using an edge-filter/blur combination isn't new, and continues to be refined. This document by Isshiki and Kunieda published in 1999 suggested a similar technique, and, more recently, AMD's Iourcha, Yang and Pomianowski suggested a more advanced version of the same basic idea".

AMD's Iourcha, Yang and Pomianowski's papers refers to http://developer.amd.com/gpu_assets/AA-HPG09.pdf

To quote AMD's paper "This filter is the basis for the Edge-Detect Custom Filter AA driver feature on ATI Radeon HD GPUs".

Eurogamer's "not even the most high-end GPU are using" assertion would be wrong. From top to bottom GPUs, current ATI GPUs supports Direct3D 10.1 and methods menstioned AMD's AA paper.

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#385 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Xbox 360's CPU assistance for the GPU is less than PS3.ronvalencia
You would be suprised what developers are doing over memexport. The problem with you is that your an AMD fan boy which it clouding your feelings towards RSX as it's made by Nvidia. Xenos is far from perfect, one of the issues that it tends to suffer the most compared to RSX is texture filtering, RSX while not being amazing at it does handle better then Xenos does. It also suffers from banding in a few games due to be pretty much limited to FP10 HDR compared to FP16 HDR on RSX, but yet you don't mention any of these defects? I've also noticed that you have not talked about how using predicted tiling causes shaders, vertex meshes and other assets to be calculated 3-4x due to overlapping tiles? How about it's poor implementation of EDRAM? And how that causes development problems and has been the main reason why most games run at subHD on 360? You don't talk about any of that and yet only insist on bashing RSX because you either don't like Sony or you don't like nvidia.

WTF is this. Leave me out it.

I would like to see a better response to that post please, you seem to jump at the chance at bashing RSX but yet avoid it when someone lays down had facts about Xenos's faults..... I've been a senior member on Beyond3D now for getting on 6 years and have read all the technical threads and spoken to pretty much every developers that registered on there about both machines strengths and weaknesses so I can run you into the ground if I wish. But it's just too funny though watching you posting crap and thinking you know what you're talking about.
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#386 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] You would be suprised what developers are doing over memexport. The problem with you is that your an AMD fan boy which it clouding your feelings towards RSX as it's made by Nvidia. Xenos is far from perfect, one of the issues that it tends to suffer the most compared to RSX is texture filtering, RSX while not being amazing at it does handle better then Xenos does. It also suffers from banding in a few games due to be pretty much limited to FP10 HDR compared to FP16 HDR on RSX, but yet you don't mention any of these defects? I've also noticed that you have not talked about how using predicted tiling causes shaders, vertex meshes and other assets to be calculated 3-4x due to overlapping tiles? How about it's poor implementation of EDRAM? And how that causes development problems and has been the main reason why most games run at subHD on 360? You don't talk about any of that and yet only insist on bashing RSX because you either don't like Sony or you don't like nvidia.mrfrosty151986
WTF is this. Leave me out it.

I would like to see a better response to that post please, you seem to jump at the chance at bashing RSX but yet avoid it when someone lays down had facts about Xenos's faults..... I've been a senior member on Beyond3D now for getting on 6 years and have read all the technical threads and spoken to pretty much every developers that registered on there about both machines strengths and weaknesses so I can run you into the ground if I wish. But it's just too funny though watching you posting crap and thinking you know what you're talking about.

If you are a senior member on Beyond3D, you missed Sony's correction on Eurogamer's Saboteur MLAA claims.

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#387 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] WTF is this. Leave me out it. ronvalencia

I would like to see a better response to that post please, you seem to jump at the chance at bashing RSX but yet avoid it when someone lays down had facts about Xenos's faults..... I've been a senior member on Beyond3D now for getting on 6 years and have read all the technical threads and spoken to pretty much every developers that registered on there about both machines strengths and weaknesses so I can run you into the ground if I wish. But it's just too funny though watching you posting crap and thinking you know what you're talking about.

If you are a senior member on Beyond3D, you missed Sony's correction on Eurogamer's Saboteur MLAA claims.

It doesn't about the origins of the tech, PS3 a version of MLAA and 360 has no AA at all.... despite having a 'faster' GPU. Please respond to to post listing Xenos's flaws and why you have no commented on them.
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#388 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Halo 4 doesn't have SSAO or dynamic lights.. developers had to remove those features to get native 720p rendering.mrfrosty151986
On Crysis 2, Xbox 360 has slighter higher rendering resolution over PS3.

And has a worse frame rate during high action scenes....

Only on certain stages and it doesn't affect the majority of the game. Again, it's a give and take in relation to Xbox 360 vs PS3. Still matches David Shippy's statement on Xbox 360 and PS3 roughtly being equal.

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#389 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] I would like to see a better response to that post please, you seem to jump at the chance at bashing RSX but yet avoid it when someone lays down had facts about Xenos's faults..... I've been a senior member on Beyond3D now for getting on 6 years and have read all the technical threads and spoken to pretty much every developers that registered on there about both machines strengths and weaknesses so I can run you into the ground if I wish. But it's just too funny though watching you posting crap and thinking you know what you're talking about.mrfrosty151986

If you are a senior member on Beyond3D, you missed Sony's correction on Eurogamer's Saboteur MLAA claims.

It doesn't about the origins of the tech, PS3 a version of MLAA and 360 has no AA at all.... despite having a 'faster' GPU. Please respond to to post listing Xenos's flaws and why you have no commented on them.

You claimed MLAA for Saboteur and Sony corrected this point.

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#390 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

If you are a senior member on Beyond3D, you missed Sony's correction on Eurogamer's Saboteur MLAA claims.

ronvalencia

It doesn't about the origins of the tech, PS3 a version of MLAA and 360 has no AA at all.... despite having a 'faster' GPU. Please respond to to post listing Xenos's flaws and why you have no commented on them.

You claimed MLAA for Saboteur and Sony corrected this point.

And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.
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#391 ronvalencia
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[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] It doesn't about the origins of the tech, PS3 a version of MLAA and 360 has no AA at all.... despite having a 'faster' GPU. Please respond to to post listing Xenos's flaws and why you have no commented on them.mrfrosty151986

You claimed MLAA for Saboteur and Sony corrected this point.

And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.

You still used MLAA with Saboteur.

HDR FP10 issue doesn't significantly affect Xbox 360's GpGPU compute capbility if HDR FP wasn't the target workload.

The problem is with NEC designed eDRAM which contains rendering backend units.

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#392 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

It doesn't about the origins of the tech, PS3 a version of MLAA and 360 has no AA at all.... despite having a 'faster' GPU. Please respond to to post listing Xenos's flaws and why you have no commented on them.mrfrosty151986

You claimed MLAA for Saboteur and Sony corrected this point.

And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.

I have corrected your Killzone 2's HDR assertions with a source document.
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#393 mrfrosty151986
Member since 2012 • 533 Posts

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

You claimed MLAA for Saboteur and Sony corrected this point.

ronvalencia

And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.

You still used MLAA with Saboteur. HDR FP10 issue doesn't effect Xbox 360's GpGPU compute capbility if HDR FP wasn't the target workload. The problem is with NEC designed eDRAM.

FP10 HDR has limits, some games show banding at those limits.... EDRAM ias quite possibly the most stupid design decision of any console released. Not a single developer has a nice thing to say about it, complaining about how it always causes problems to the rendering pipe line. It wouldn't of been so bad if developers could actually use it as a frame buffer, yet again another stupid design flaw.
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#394 mrfrosty151986
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

You claimed MLAA for Saboteur and Sony corrected this point.

And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.

I have corrected your Killzone 2's HDR assertions with a source document.

I did not see where it stated that it did not have HDR?
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#395 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.mrfrosty151986
I have corrected your Killzone 2's HDR assertions with a source document.

I did not see where it stated that it did not have HDR?

I doesn't see HDR as part of it's rendering features i.e. it has bloom and other effects.

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#396 ronvalencia
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[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] And yet you still avoid my Xenos question.... fanboy much And please don't call me a cow, I've never owned a PS3.mrfrosty151986

You still used MLAA with Saboteur. HDR FP10 issue doesn't effect Xbox 360's GpGPU compute capbility if HDR FP wasn't the target workload. The problem is with NEC designed eDRAM.

FP10 HDR has limits, some games show banding at those limits.... EDRAM ias quite possibly the most stupid design decision of any console released. Not a single developer has a nice thing to say about it, complaining about how it always causes problems to the rendering pipe line. It wouldn't of been so bad if developers could actually use it as a frame buffer, yet again another stupid design flaw.

Well, RSX has it's own problem with the lack of 3DC+ texture compression support.

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#397 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] I have corrected your Killzone 2's HDR assertions with a source document.ronvalencia

I did not see where it stated that it did not have HDR?

I doesn't see HDR as part of it's rendering features i.e. it has bloom and other effects.

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?
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#398 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] You still used MLAA with Saboteur. HDR FP10 issue doesn't effect Xbox 360's GpGPU compute capbility if HDR FP wasn't the target workload. The problem is with NEC designed eDRAM.ronvalencia
FP10 HDR has limits, some games show banding at those limits.... EDRAM ias quite possibly the most stupid design decision of any console released. Not a single developer has a nice thing to say about it, complaining about how it always causes problems to the rendering pipe line. It wouldn't of been so bad if developers could actually use it as a frame buffer, yet again another stupid design flaw.

Well, RSX has it's own problem with the lack of 3DC+ texture compression support.

Doesn't seem to affecting RSX at all these days.....

There's more then one way to compress things.

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#399 ronvalencia
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

I did not see where it stated that it did not have HDR? mrfrosty151986

I doesn't see HDR as part of it's rendering features i.e. it has bloom and other effects.

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?

They made no mention of HDR when they listed down other effects, but you claimed Killzone 2 having HDR without providing documentation..
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#400 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"]

I doesn't see HDR as part of it's rendering features i.e. it has bloom and other effects.

ronvalencia

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?

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?