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llidianStormage

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#1 llidianStormage
Member since 2007 • 269 Posts

Guess he got tired of working for Sony. Can't say I blame him.OremLK

same way as peter moore and bungie and bizzare for MS eh?

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#2 llidianStormage
Member since 2007 • 269 Posts
[QUOTE="llidianStormage"]

1 game to shut them up on a technical stand point KILLZONE 2 period its alpha form looks better then halo 3 final product.

BobHipJames

Well, honestly, so does Viva Pinata. Killzone 2 is inarguably better looking than any game on the Xbox 360, not just Halo 3, which isn't even top dog.

i know its just halo 3 is god to lemmings had to mention it.

any who

cell

  • 300+ million transistors (600 million with Cell CPU) [3]
  • Multi-way programmable parallel floating-pointshaderpipelines[4]
    • Independent pixel/vertex shader architecture
    • 24 parallel pixel pipelines, aligned in 6-way MIMD array
      • 5 ALU operations per pipeline, per cycle (2 vector4 or 2 scalar/dual/co-issue and fog ALU)
      • 27 FLOPS per pipeline, per cycle
    • 8 parallel vertex pipelines, aligned in 8-way MIMD array
      • 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)
      • 10 FLOPS per pipeline, per cycle
    • Maximum vertex count:a lot probably over 1.2 billion vertices per second
      • Minimum (worst case) polygon count: 400 million polygons per second (1.2 billion vertices per second / 3 vertices per triangle)
      • Maximum (optimistic case) 750 million and more depending on how many triangle strips are used in the game
    • Maximum shader operations:100 billion shader operations per second ( 136 shader operations per clock cycle ). [5]
    • Announced: 1.8 TFLOPS (trillion floating point operations per second) (2 TFLOPS overall performance)[6][7]
  • 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
    • 24 filtered samples per clock
      • Maximum texel fillrate: 13.2 GigaTexels per second (24 textures * 550 MHz)
    • 32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
  • 8 Render Output units
    • Peak pixel fillrate (theoretical): 4.4 Gigapixel per second[citation needed]
    • Maximum Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
    • Maximum anti-aliasing sample rate: 8.8 GigaSamples per second (2 subsamples * 8 ROPs * 550 MHz)
  • Maximum Dot product operations: 51 billion per second [8]
  • 128-bit pixel precision offers rendering of scenes with high dynamic range rendering (HDR)
  • 256 MiB GDDR3 RAM at 700 MHz[9][10]
    • 128-bit memory bus width
    • 22.4 GiB/s read and write bandwidth
  • Cell FlexIO bus interface
    • 20 GiB/s read to the Cell and XDR memory
    • 15 GiB/s write to the Cell and XDR memory
  • Support for OpenGL ES 2.0
  • Support for S3TC texture compression [1]

xenos

  • 337 million transistors in total
  • 500 MHz 10 MiB daughter embedded DRAM (eDRAM) framebuffer on 90 nm process.
    • NEC designed eDRAM die includes additional logic (192 parallel pixel processors) for color, alpha compositing, Z/stencil buffering, and anti-aliasing called "Intelligent Memory" (eDRAM), giving developers 4-sample anti-aliasing at very little performance cost.
    • 105 million transistors [2]
    • 8 Render Output units
      • Maximum pixel fillrate: 4 gigapixel per second (8 ROPs x 500 MHz)
      • Maximum Z sample rate: 8 gigasamples per second (2 Z samples x 8 ROPs x 500 MHz), 32 gigasamples per second using 4X anti aliasing (2 Z samples x 8 ROPs x 4X AA x 500 MHz)[1]
      • Maximum anti-aliasing sample rate: 16 gigasamples per second (4 AA samples x 8 ROPs x 500 MHz)[1]
  • 500 MHz parent GPU on 90 nmTSMC process of total 232 million transistors
    • 48-way parallel floating-point dynamically-scheduled shaderpipelines[3]
      • Unified shader architecture (each pipeline is capable of running either pixel or vertex shaders)
      • 10 FLOPS per pipeline per cycle
      • Maximum vertex count: 1.5 billion vertices per second ( (48 shader pipelines x 500 MHz) / 16)
      • Maximum polygon count: 500 million triangles per second[3] (1.5 Billion vertices / 3 vertices per tiangle)
      • Maximum shader operations: 48 billion per second (2 ALU x 48 shader pipelines x 500 MHz)
      • 240 GFLOPS (10 FLOPS x 48 shader pipelines x 500 MHz)[4]
      • MEMEXPORT shader function
    • 16 texture filtering units (TF) and 16 texture Addressing unit (TA)
      • 16 filtered samples per clock
        • Maximum texel fillrate: 8 gigatexel per second (16 textures x 500 MHz)
      • 16 unfiltered texture samples per clock
    • Maximum Dot product operations: 24 billion per second
    • Support for a superset of DirectX 9.0c API DirectX XBOX 360, and Shader Model 3.0
  • Cooling: Both the GPU and CPU of the console have heatsinks. The CPU's heatsink uses heatpipe technology, to efficiently conduct heat from the CPU to the fins of the heatsink. The heatsinks are actively cooled by a pair of 60 mm exhaust fans.

compare with a grain of salt this only debunks that article but still only way we can know what both can do and not do is getting a honest dev like Infinity ward that made a great game (cod4) tells what they ps3 vs xbox 360 can do specialy since the ps3 version and xbox 360 version looks like the same game.

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llidianStormage

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#3 llidianStormage
Member since 2007 • 269 Posts
its avg is 90% still AAA
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#4 llidianStormage
Member since 2007 • 269 Posts

1 game to shut them up on a technical stand point KILLZONE 2 period its alpha form looks better then halo 3 final product.

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#5 llidianStormage
Member since 2007 • 269 Posts

because the article is a bunch of BS if you read it carefully you know why

the so called kim sounds like a fanboy/girl

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#6 llidianStormage
Member since 2007 • 269 Posts
funny who they put the critic score up there now
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#7 llidianStormage
Member since 2007 • 269 Posts
i got it for the xbox 360 becuase of more people i know choose the 360 version over the ps3 version only reason becuase we decided to get unreal tourny(when itcomes out)for ps3 and uncharted and assassin for the ps3 so it already looking like my xbox 360 was going to collect dust if i did not get cod4 for it.
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#8 llidianStormage
Member since 2007 • 269 Posts
[QUOTE="NielsNL"]

Your logic is flawed. If the games are equal everyone wins.

dhjohns

Not really since the price for each system isn't the same. Your premise is flawed.

lol dont be mad becuase your mom did not buy one for you

the gamers should complian about price are gamers like me

that own the ps3 xbox 360 and wii and a gaming rig(pc)

but its what i wanted and i worked hard for it.

so that price agurment is flawed i can say well ps3 cod4 fans dont have to pay online to play

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#9 llidianStormage
Member since 2007 • 269 Posts

Considering lemkids boast the most when it comes to graphics, I don't know why you're even considering anything a loss for the PS3.

You can babble on about Cell, 4D or 120fps all you want but I've never heard anyone so devoted to a piece of plastic. :lol:

Lemme get out the old checklist, from the last couple of months. Ahem.

-Xenos >>> RSX apparently, so no game on the PS3 should rival OR best any game on the 360 according to lemkids.
-Xenon > Cell supposedly, but CPU strength apparently means nothing for graphics.
-512mb of RAM >> 512mb of RAM? Wait -- no, 360 has more to use! Oh yeah, every game should look better, let's not forget the 10m of EDRAM O:. Such powurr.

Hmm what else...

-360 been out for longer, so developers should be better at using the hardware. Isn't that what's usually said when the "Just wait" crops up for developers? They'll always have the edge on 360 hardware so every 360 game should look better. No exceptions.

Bah, this annoys me. Amazing, amazing game that looks gorgeous, plays SO well and has massive replay value on ALL platforms, and yet people still find ways to complain.

Use another game to fit your ****ing agenda. COD4 is holy. Don't sully it with your vendetta against Sony. ;/

inertk

i agree with you

btw lol its funny when lems keep bringing up 4D take a physics course thenthey will know that the 4th dimension is time.

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#10 llidianStormage
Member since 2007 • 269 Posts

frist of all why are you fanboyscrying about cod4 its great on both consoles the cows have the right to praise a game that the devs did not shaft them and by stating "um um ps3 is weaker then xbox360" for an excuse to why they port was crap.

they had to be identical because the devs found a medium for both systems to be fair.

any who for what i seen on a technical standpoint that killzone 2 is by far the most advanced game on a console. and thats not on xbox 360.

so quit with this BS you guys cry about act your age not your shoe size.