Ha, I remeber this, it wa sshortly after the failed Gx4000 (of which I own one, sad to say), they really went down hill after the CPC range.
LOL, yes Splinter Cell is lame, if you ever played them on anything other then Xbox I guess.
Why dont you guys wait till after E3 to start shouting this stuff, you all run the risk of looking like idiots.
-It would seem to me thta both consoles have similar amount of titles coming this year...
PS3: Heavy Rain, MAG, UNcharted 2,WKC..
360: ODST, SC:Conviction, Forza 3(or PGR), Alan Wake..
It seems to me that because MS seems to have a ...
Why dont these guys wait till after e3 when they write this stuff, it's like running around shouting your team won a game that hasnt even kicked off yet. I dont get it.
Right, because some company that has created a video encoder is relevant to the featues of the GPU or gaming in CPU how exactly?
Has what to do with the way the CPU and GPU talk exactly?
And for the record, your not supposed to see this stuff or understand it, that presentaiton is for game developers, not PR bluster.
I'm, sure MS will happily tell developers a pile of bull..shheeeezzz.
I dont expect you to be wowed, I expect you to realize y...
In terms of shader features, of course not its SM3.0 not Sm 4.0, but Directx is much more than that....
http://www.microsoft.com/do...
Scroll to page 15.
Drop your jaw.
Yes, thats right DX11 componants fully implemented in Xbox360.
Actually the 360 complelty leap frogged DX10 and went straigth to DX11.
Sorry but when you get multithreaded command buffers driving the RSX, that will be good news, except it cant happen because the Cell has only one proper chip that is capable ofdriving the RSX. These DX11 features will start hitting game produced late this year. You have been warned.
"Games that do take advantage of the PS3, also use the Cell for graphical calculations, for instance Killzone 2."
Eh? the DR is all done on the RSX, were the cell helps is physics/vertex manipulation, in others words "where" stuff will be placed. The graphics itself is soley up to the RSX to paint in.
Cell=Excellent at figuring out where stuff should be placed how it moves reacts etc.
RSX=Paints in the between the lines
@Cernunnos - Please do elaberate, tell us how the Cell can help with writing directly to the frembuffer or by-passing the pixel shader unit in the rsx because I would really like to know.
Vertex manipulation is one thing, pixel work is an entirly different (and bandwith soaking) issue.
Yes, it's far more awesome at converting video.
Mind you so is a dedicated video effects processor.
Whats this got to do with playing video games?
Nothing much.
I think everyone know if you using the PS3 for the same task over and over it excells.
It is a pity games dont work like that.
I didnt say I had lost interest just not as excited for it as I was, I own Farenhiet, however, there are plenty plenty plenty of people who kept tellimg ME that this game was going to be the best looking game ever etc etc.
And is stating the obvious that this is simply "a downgrade' is an indicative or interest in a game? Of course it isnt, you cant tell how a game will play or feel by a screenshot.
But I do LOL and the "oh its compressed" tag.
...
"Its compressed. I will look better. "
You might look better but will the game?
Seriously this is a downgrade from what I was excited about last year.
Not so excited now.
Actually the TR thing was rubbish, it did exhibt higher resolution but the self shadwoing etc was actually a fault in both systems, when you did a certian thing all the shadows and effects disappeared.
http://www.lensoftruth.com/...
There is a reason why most 360 games have a higher resolution on multiplat games, because the "actual" bandwidth used between vram<-Gpu-> is higher. Again its th...
Agreed.
A unified shader does, indeed, mean you can process vertex and pixel shade rowrk in the same unit, but it still splits the unit into 2 distinct componants, it just that that split veries between each combined pixel shader an dvertex shader work load.
Technically, all the processed vertices from the Cell still need to pass thorugh the Vertex Shader unit, even if they do little else inside there, there is no direct route to the pixel shader.
Working with vertices i...
@thewhoopimen - Yes, I agree, to a certian extent, there has been no evidence anywhere that the SPU's can do any PS based work. VS work is fine to offload, not an issue, however this has never been the bottle neck when it comes to "shader" heavy code, relative to most PS code, VS shader code does little more than a few tangent calculaitons and transforms and a few lighting caluclaitons. Remeber thats done per vetex, one texture might have more op work than an entire model made out o...
Your LOL because a developer tells you something a little bit more specific than oh X game couldnt be done on Y system.
Why?
@ 1.4 Dude, shaders dont run on the cell (allthough 1st party off load a fair chunk of vertex shader code onto the cell). They run on the Gpu.
@ 1.5 There is more than one way to skin a cat. Pure shader power on the GPU can be negated by smart SPU work.
LOL at the disagres, like you guys clearly have a clue what a vertex shader or pixel shader are.
Yeah forgot about TR and SF. Thanks.
Thats good isnt it?
If I randomly pick a game form the PS3 library Im more likely to get a good game than not.
Of course if I actually know what Im after the 360 has a larger seleciton of highly rated games than the PS3, as it has more games.
Percentages, you got to love the spin.
5% of 100 is 5
4% of 200 is 8.
But I will admit Sony exlusives are all very very good these days.