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#1 videogamesdead8
Member since 2009 • 200 Posts

LOL all of this for 360's gpu.

How many ATI engineers worked on the design of the Xenos GPU? Any statistics from this project you'd like to throw in?

Bob Feldstein: ATI had 175 engineers working on the Xenos GPU at the peak. These included architects, logic designers, physical design engineers, verification engineers, manufacturing test engineers, qualification engineers and management. The team was spread out between Orlando, Florida, Marlborough, Massachusetts and Toronto, Ontario. The team's size varied during the life of the program - in fact, we still have about 20 engineers involved in various cost down projects

http://interviews.teamxbox.com/xbox/1458/The-Power-of-the-Xbox-360-GPU/p1/

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#2 videogamesdead8
Member since 2009 • 200 Posts

id still put my money on xenos>>>rsx+cell at shading

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#3 videogamesdead8
Member since 2009 • 200 Posts

i mean maybe cell can be used to apply shader to texture to make it appear better, but xbox360's gpu would still be better at shading than a cpu.

and the default texture no applied shaders would still be lower resolution thanu could of made texture on 360.

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#4 videogamesdead8
Member since 2009 • 200 Posts

i used to be a big fan of sega's dreamcast because i grew up playing sega's consoles before sony's even though i started playing sony's first console ever when it was released more of fan of sega.

im not a fanboy, but i didnt really want to accept the dreamcast version of unreal tournament 1999 looked worse than the ps2 version and had maps cut out because of memory restrictions.

main reason i was pissed, because dreamcast had more video memory than ps2 8 mb vs 4 mb but ps2 had more system memory 16 vs 32 mb.

and that's why ut1999 looked better on ps2 because it had more memory.

if dreamcast had same amount of system memory dreamcast version might of looked better.

but xbox360 will always be better than ps3 because of it's memory architecture.

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#5 videogamesdead8
Member since 2009 • 200 Posts

[QUOTE="videogamesdead8"]

lol i had a link saying john carmack i feel xbox360 is better all around piece of hardware.

DUHH 512 mb unified memory destroys split system memory with turbocache feature.

microsoft really did design the best consoles ever, original xbox has 64 mb of ram unified, unified memory is the best set up for a console.

stereointegrity

with posts like these this thread will make it past 10 pages easy

LOL ok when xbox360 multiplats keep lookin better than ps3 at the end of this generation

what's gonna be everyone's excuse? dev's didnt know how to program for cell? What's this have to do with texture resolution? LOL

ps3 doesnt have unified memory it cannot compete end of story.

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#7 videogamesdead8
Member since 2009 • 200 Posts

lol i had a link saying john carmack i feel xbox360 is better all around piece of hardware.

DUHH 512 mb unified memory destroys split system memory with turbocache feature.

microsoft really did design the best consoles ever, original xbox has 64 mb of ram unified, unified memory is the best set up for a console.

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#8 videogamesdead8
Member since 2009 • 200 Posts

[QUOTE="videogamesdead8"]

LOL cpu's arent even hard to program for to begin with.

it's not like cell is a brand new architecture it uses a standard powerpc stripped down core and the only thing kinda new is a spe it's still based on existing architectures dev's have seen before.

this has nothing to do with ps3's textures being lower resolution, xbox360 has unified memory it has more memory to work with that's why it has better lookin textures aka graphics and it has better shaders because of a more advanced gpu.

lettuceman44

Can you program for the cpu? Wanna show me some of your work?

lol cpu's arent as complex as gpu's that's a fact.

ps3's harder to work for because it has less memory and they have to do x3 as much work making the game fit.

that's why most games now they dont have a lead platform like 360 because it would make them work twice as hard to port it to ps3.

while a ps3 can be lead platform and 360 port it fine because more memory.

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#9 videogamesdead8
Member since 2009 • 200 Posts

dreamcast CPU was easier to program for than ps2 yet, actually sega had to be brought in to help port unreal tournament 1999 to dreamcast they found out dreamcast just did not have the amount of memory to fit the full pc game.

making the game try to fit in dreamcast memory foot print made them work harder than they did for the ps2 version.

i hope people get what im talking about now

CELL IS NOT THE MAIN ISSUE.