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

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ronvalencia

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#401 ronvalencia
Member since 2008 • 29612 Posts

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

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.

It doesn't prove thing anything, since it's not a common dataset. Anyway, nice texture blur on the shirt.

3DC+'s main purpose to save bandwidth at a given image quality.

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mrfrosty151986

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#402 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"]

[QUOTE="ronvalencia"] Well, RSX has it's own problem with the lack of 3DC+ texture compression support. ronvalencia

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

There's more then one way to compress things.

It doesn't prove thing anything, since it's not a common datasets. Anyway, nice texture blur on the shirt.

3DC+'s main purpose to save bandwidth at a given image quality.

Surprise surprise another fan boy comment trying to come with an excuse, please continue.......

And considering PS3 has more VRAM bandwidth I would say 360 needs 3DC more then PS3 does.

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ronvalencia

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

[QUOTE="mrfrosty151986"] Doesn't seem to affecting RSX at all these days.....

There's more then one way to compress things.

It doesn't prove thing anything, since it's not a common datasets. Anyway, nice texture blur on the shirt.

Surprise surprise another fan boy comment trying to come with an excuse, please continue.......

Again, still not running common datasets for both platforms with the same image quality targets and artwork.
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mrfrosty151986

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#404 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] It doesn't prove thing anything, since it's not a common datasets. Anyway, nice texture blur on the shirt.ronvalencia
Surprise surprise another fan boy comment trying to come with an excuse, please continue.......

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....
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ronvalencia

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#405 ronvalencia
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[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?

Your not address your claims on Killzone 2's HDR fanboy.
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ronvalencia

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#406 ronvalencia
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[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....

You may continue with your subjective art comparsions.

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mrfrosty151986

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#407 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Again, still not running common datasets for both platforms with the same image quality targets and artwork.ronvalencia

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

You may continue with your subjective art comparsions.

Not really, that screen shot looks pretty for a machine that doesn't use 3DC+, even though they can use the Nvidia hack if need be.
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mrfrosty151986

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

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

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?

Your not address your claims on Killzone 2's HDR fanboy.

You made the originally claim that it doesn't have it and yet all you have provided is a presentation that doesn't say it doesn't. The proof is on your head my friend.
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ronvalencia

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#409 ronvalencia
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[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?

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

Sony-VAIO-FW-Laptop.jpg

SonyVaio.jpg

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ronvalencia

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#410 ronvalencia
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[QUOTE="mrfrosty151986"][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?

Your not address your claims on Killzone 2's HDR fanboy.

You made the originally claim that it doesn't have it and yet all you have provided is a presentation that doesn't say it doesn't. The proof is on your head my friend.

It's not in the features list.
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mrfrosty151986

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#411 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"]

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

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?

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

Sony-VAIO-FW-Laptop.jpg

SonyVaio.jpg

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.
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ronvalencia

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

Which will never happen... but you may continue to cherry pick situations and dream....mrfrosty151986

You may continue with your subjective art comparsions.

Not really, that screen shot looks pretty for a machine that doesn't use 3DC+, even though they can use the Nvidia hack if need be.

Again, you are assuming the existing of a hack.
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mrfrosty151986

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#413 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Your not address your claims on Killzone 2's HDR fanboy.ronvalencia
You made the originally claim that it doesn't have it and yet all you have provided is a presentation that doesn't say it doesn't. The proof is on your head my friend.

It's not in the features list.

And you count that as proof..... trolololol
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mrfrosty151986

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

You may continue with your subjective art comparsions.

Not really, that screen shot looks pretty for a machine that doesn't use 3DC+, even though they can use the Nvidia hack if need be.

Again, you are assuming the existing of a hack.

The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.
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ronvalencia

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#415 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Not really, that screen shot looks pretty for a machine that doesn't use 3DC+, even though they can use the Nvidia hack if need be.mrfrosty151986
Again, you are assuming the existing of a hack.

The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.

3DC+'s main purpose is save and increase the effective bandwidth, thus running more of them.

Your screenshot doesn't prove this case i.e. no point of reference, no common datasets.

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mrfrosty151986

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#416 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Again, you are assuming the existing of a hack.ronvalencia
The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.

3DC+'s main purpose is save bandwidth and increase the effective bandwidth, so you can run more of them.

Well thank you captain obvious for pointing that out for me, I had no idea :| 360 has a lot less bandwidth to work with then PS3 so it needs 3DC+ more then PS3 does.

No common data sets or proof? I never said that screen shot was proof of 3DC did I?

To say you read at Beyond3D you don't know a lot do you?

And no common data sets? Please... you sound like a fan boy playing a broken record.

You'll never get common data sets on both machines.

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ronvalencia

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#417 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.mrfrosty151986
3DC+'s main purpose is save bandwidth and increase the effective bandwidth, so you can run more of them.

Well thank you captain obvious for pointing that out for me, I had no idea :| 360 has a lot less bandwidth to work with then PS3 so it needs 3DC+ more then PS3 does.

You have to factor in Xbox 360's eDRAM.

PS3 needs additional bandwidth for

1. transfering between CELL and RSX.

2. SPEs being use as a graphics processor i.e. due to the transfer action, data is not remaining on-the-chip texture cache or buffers. No sane GPU vendor designs their topology like PS3.

From http://www.eurogamer.net/articles/digitalfoundry-black-ops-2-face-off

With the similar datasets, PS3's still lost against the Xbox 360 with bandwidth related workload target.

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ronvalencia

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#418 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] You made the originally claim that it doesn't have it and yet all you have provided is a presentation that doesn't say it doesn't. The proof is on your head my friend.mrfrosty151986
It's not in the features list.

And you count that as proof..... trolololol

Why would they mention something negative during thier presentation?
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mrfrosty151986

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#419 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] 3DC+'s main purpose is save bandwidth and increase the effective bandwidth, so you can run more of them. ronvalencia

Well thank you captain obvious for pointing that out for me, I had no idea :| 360 has a lot less bandwidth to work with then PS3 so it needs 3DC+ more then PS3 does.

You have to factor in Xbox 360's eDRAM.

PS3 needs additional bandwidth for

1. transfering between CELL and RSX.

2. SPEs being use as a graphics processor i.e. due to the transfer action, data is not remaining on-the-chip texture cache or buffers. No sane GPU vendor designs their topology like PS3.

From http://www.eurogamer.net/articles/digitalfoundry-black-ops-2-face-off

With the similar datasets, PS3's still lost against the Xbox 360 with bandwidth related workload target.

You don't have to factor in EDRAM at all as nothing is stored there. 1. Cell has it's own link to RSX that doesn't use bandwidth from both memory pools so that's irrelevant. 2. While that is not ideal it's not hindering anything either. And Black Ops 2? You serious? I thought you wanted common data assets for comparisons? Hypocrite much.... :lol:
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lamprey263

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#420 lamprey263
Member since 2006 • 45493 Posts
well, anything next to Witcher 2 is a winner by comparison
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mrfrosty151986

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#421 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] It's not in the features list. ronvalencia
And you count that as proof..... trolololol

Why would they mention something negative during thier presentation?

Because it's a technical presentation that would mainly be used by other developers and other internal development houses at SCE so why cover it up.
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ronvalencia

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#422 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Not really, that screen shot looks pretty for a machine that doesn't use 3DC+, even though they can use the Nvidia hack if need be.mrfrosty151986
Again, you are assuming the existing of a hack.

The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.

Any proceesor can emulate decompression, but that consumes compute resources.
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ronvalencia

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#423 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] And you count that as proof..... trololololmrfrosty151986
Why would they mention something negative during thier presentation?

Because it's a technical presentation that would mainly be used by other developers and other internal development houses at SCE so why cover it up.

Again, HDR was not mentioned during the feature listings.
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mrfrosty151986

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#424 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Why would they mention something negative during thier presentation? ronvalencia
Because it's a technical presentation that would mainly be used by other developers and other internal development houses at SCE so why cover it up.

Again, HDR was not mentioned during the feature listings.

Still waiting for you to give me solid proof instead of your interpretation.....
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mrfrosty151986

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#425 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Again, you are assuming the existing of a hack.ronvalencia
The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.

Any proceesor can emulate decompression, but that consumes compute resources.

SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.
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ronvalencia

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#426 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Because it's a technical presentation that would mainly be used by other developers and other internal development houses at SCE so why cover it up.mrfrosty151986
Again, HDR was not mentioned during the feature listings.

Still waiting for you to give me solid proof instead of your interpretation.....

Still waiting for you to give me solid proof instead of your interpretation.....
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mrfrosty151986

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#427 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Again, HDR was not mentioned during the feature listings.ronvalencia
Still waiting for you to give me solid proof instead of your interpretation.....

Still waiting for you to give me solid proof instead of your interpretation.....

Clear, avoiding the request... So I assume by that then you don't have any?
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ronvalencia

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#428 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.mrfrosty151986
Any proceesor can emulate decompression, but that consumes compute resources.

SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.

Xenos does it without compute consumption.

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ronvalencia

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#429 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Still waiting for you to give me solid proof instead of your interpretation.....mrfrosty151986
Still waiting for you to give me solid proof instead of your interpretation.....

Clear, avoiding the request... So I assume by that then you don't have any?

There's no menstion of it.
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mrfrosty151986

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#430 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Still waiting for you to give me solid proof instead of your interpretation.....ronvalencia
Clear, avoiding the request... So I assume by that then you don't have any?

There's no menstion of it.

They do mention logluv...
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mrfrosty151986

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#431 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Any proceesor can emulate decompression, but that consumes compute resources.ronvalencia
SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.

Xenos does it faster i.e. fix hardware function.

I wouldn't count on it.... compression/decompression is not exactly a performance hog....
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ronvalencia

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#432 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Clear, avoiding the request... So I assume by that then you don't have any?mrfrosty151986
There's no menstion of it.

They do mention logluv...

Under Cons (negative) i.e. "Can use different color space (LogLuv)".
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mrfrosty151986

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#433 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] There's no menstion of it.ronvalencia
They do mention logluv...

Under Cons (negative) i.e. "Can use different color space (LogLuv)".

Maybe a con compared to FP but it's still HDR, just processed and stored differently and is by no means inferior.
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ronvalencia

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#434 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] They do mention logluv...mrfrosty151986
Under Cons (negative) i.e. "Can use different color space (LogLuv)".

Maybe a con compared to FP but it's still HDR, just processed and stored differently and is by no means inferior.

They also stated "Limited output precision and dynamic range".
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mrfrosty151986

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#435 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Under Cons (negative) i.e. "Can use different color space (LogLuv)".ronvalencia
Maybe a con compared to FP but it's still HDR, just processed and stored differently and is by no means inferior.

They also stated "Limited output precision and dynamic range".

Meens nothing, FP10 has a limited range compared to FP16, FP16 has a limited range compared to FP24 and so and so forth...

These interger ways of doing HDR have been dicussed in great lengh over at beyond3D and it's generally given they have the same range and limittion of FP10, RSX normally runs HDR in FP16 so in that respect an interger format equilveant would be limited compared to it's standard FP16.

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ronvalencia

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#436 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.mrfrosty151986
Xenos does it faster i.e. fix hardware function.

I wouldn't count on it.... compression/decompression is not exactly a performance hog....

SPUs doesn't have ussual texture units.
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mrfrosty151986

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#437 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Xenos does it faster i.e. fix hardware function. ronvalencia
I wouldn't count on it.... compression/decompression is not exactly a performance hog....

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..
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ronvalencia

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#438 ronvalencia
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[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Maybe a con compared to FP but it's still HDR, just processed and stored differently and is by no means inferior.mrfrosty151986

They also stated "Limited output precision and dynamic range".

Meens nothing, FP10 has a limited range compared to FP16, FP16 has a limited range compared to FP24 and so and so forth...

Does "Can use" equals "being used"?

Slide 17 just menstions "depth of field, bloom, motion blur, colorize, ILR"

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ronvalencia

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#439 ronvalencia
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[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..

CELL is the ideal GPU and NVIDIA made a mistake in designing G80 lol.

Compresed textures's processing occures within the GPU and going outside this would make it less efficient.

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mrfrosty151986

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#440 mrfrosty151986
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[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] SPUs doesn't have ussual texture units.ronvalencia

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

CELL is the ideal GPU and NVIDIA made a mistake in designing G80 lol.

Now you're taking things out of context and being a jackass.... I loved my G80 powered 8800GTX.....
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ronvalencia

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

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..

Nice to have a VMX kitbash.

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#442 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] The 3dc hack has been talked about over at beyond3d multiple times.... Pointless anyway as most developers now use a custom compression method that runs on Cell.mrfrosty151986
Any proceesor can emulate decompression, but that consumes compute resources.

SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.

Funny that Xenos can process MLAA faster than SPEs.
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#443 ronvalencia
Member since 2008 • 29612 Posts

Surprise surprise another fan boy comment trying to come with an excuse, please continue.......

And considering PS3 has more VRAM bandwidth I would say 360 needs 3DC more then PS3 does.

mrfrosty151986

Surprise surprise another fan boy comment, considering PS3 is on record having blurry textures when running the same datasets.

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#444 mrfrosty151986
Member since 2012 • 533 Posts
[QUOTE="mrfrosty151986"][QUOTE="ronvalencia"] Any proceesor can emulate decompression, but that consumes compute resources.ronvalencia
SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.

Funny that Xenos can process MLAA faster than SPEs.

Proof?
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#445 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"]

Surprise surprise another fan boy comment trying to come with an excuse, please continue.......

And considering PS3 has more VRAM bandwidth I would say 360 needs 3DC more then PS3 does.

ronvalencia

Surprise surprise another fan boy comment, considering PS3 is on record having blurry textures when running the same datasets.

That's not bandwidth related.... :|
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#446 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] SPE's will churn though things like that with no problems.... stuff like they're amazing fast at.mrfrosty151986
Funny that Xenos can process MLAA faster than SPEs.

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.

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#447 mrfrosty151986
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[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.

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.

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

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

[QUOTE="mrfrosty151986"]

Surprise surprise another fan boy comment trying to come with an excuse, please continue.......

And considering PS3 has more VRAM bandwidth I would say 360 needs 3DC more then PS3 does.

Surprise surprise another fan boy comment, considering PS3 is on record having blurry textures when running the same datasets.

That's not bandwidth related.... :|

One can avoid blurry textures by increasing the quality i.e extra load on storage and bandwidth.
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#449 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="mrfrosty151986"] Proof?mrfrosty151986

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.

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.

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."

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#450 mrfrosty151986
Member since 2012 • 533 Posts

[QUOTE="mrfrosty151986"]

[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.

ronvalencia

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.

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.