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"interlaced means you're only outputing half of the picture at any given point."

Its not at any given point DJ. It happens so fast per second that you can't even see it. And with De interlacing it negates it totally. It then converts it to a progressive signal. So no need to have a progressive output signal of 1080p when the right 1080p tv will de interlace the 1080i signal thus making it progressive. But all in all the 1080i and 1080p displays the same pixels. ...

7245d ago 0 agree0 disagreeView comment

lol....lol....lol....lol.....l ol

scroll down to the supported resolutions section of the PS3 Wikipedia page. 1080i and 1080 p push the same amount of pixels. If the 1080i is de interlaced on a 1080p television...there is absolutly no difference between the two. So while Sony said next gen don't start till 1080p is here. I think they meant the 1080 p televisions. lol...lol....lol..... Because I get my 360 1080i output de interlaced on my 1080p samsung tv and its displayin...

7245d ago 0 agree0 disagreeView comment

so if you have a 1080p tv that de interlaces there is absolutely no difference between the xbox 360's 1080i and the ps3's 1080p. WOW...Get informed and don't waist your money on lies. lol...lol....lol

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1920x1080 Progressive 16:9 2.07 mega pixels 1080p Component video / HDMI

1920x1080 Interlaced 16:9 2.07 mega pixels interlaced 1080i Component video / HDMI

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Memory and system bandwidth
Memory

512 MB 700 MHz GDDR3 RAM
Total system memory is shared with the GPU via the unified memory architecture
Produced by Samsung or Infineon Technologies.
System bandwidth

256 GB/s eDRAM internal logic to eDRAM internal memory bandwidth
32 GB/s GPU to eDRAM bandwidth (2 GHz × 2 accesses per clock cycle on a 64 bit DDR bus)
22.4 GB/s memory interface bus bandwidth (700 MHz × 2 a...

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In an interview with G4 TV last month, Carmack revealed that the PS3 not as optimal of a development platform as the X360. He went so far as to claim that development will be twice as difficult as it should be when optimizing code for the PS3. This is a pretty grim picture, indeed. No need to despair quite yet, though; Carmack believes that plenty of people will still develop for the PS3 simply because they have no choice, due to the sheer market power and weight Sony currently enjoys. Sony t...

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don’t see mention of gaming anywhere in there, do you? All of this lends weight to the idea that Sony is focusing on the PS3 as an entertainment centre, not just a gaming console. Lee goes on to claim that not all of the PS3’s overall processing power and memory will be available to games, due to the way resources are allocated. The PS3’s memory banks are split between graphics and system, unlike the Xbox 360's unified memory architecture. Again, good for watching movies, but not necessarily ...

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The X360’s real advantage, according to Lee, is the ease of development on the platform. Microsoft has had plenty of time to improve the development environment and tools, which makes things a lot easier for X360 developers, and which Lee believes will result in superior games. Happy developers = better developers isn’t the kind of math I can disagree with. John Carmack, superstar developer of id Software/Doom fame, agrees.

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Why would John Carmack, programming superstar of id Software fame, prefer developing on the Xbox 360?

Sony would have us believe that the PS3 is the best electronic device ever invented, certainly superior to the foul X360 and puny Wii, but they do have a bit of a vested interest in the matter. More important to us as gamers is the opinion of game developers, for they are the ones who must enter the arena and wrestle with the beast before emerging triumphant with the games we w...

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The RSX has a 550 MHz clock speed. Does this 10% clock speed lead over the Xenos GPU necessarily mean that the PlayStation 3 GPU is more powerful than the Xbox 360 GPU? We won’t believe it until we see it, but if true, how is it possible that the PlayStation 3 can output two 1080p video streams simultaneously? That makes the RSX sound more powerful than the Xenos…

Bob Feldstein: No! These are inconsequential numbers that don’t reflect any reality concerning the system performa...

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When describing the Xenos GPU, it has been said that its capabilities go beyond the Shader Model 3.0, placing a plus symbol after the DirectX nomenclature. Can you give specific numbers (for example, the maximum number of shader instructions executed) that corroborate this Shader Model 3.0+ capacity?

Bob Feldstein: Among others impressive aspects, the Xbox 360 can execute 1000 instructions/programs, offers higher precision than required, and does shader exports. Also, as a uni...

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Is it possible to measure the Xenos performance against a PC part? Or does the fact that they have different shader architectures, run with different operating systems, and system hardware, make a comparison too difficult?

Bob Feldstein: It really is difficult to measure the environments against each other. You would tend to write an app to run well in its intended environment. I would discourage trying to compare them in these manners. That being said, the console has certain...

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Is the shader architecture unified at both the hardware and software level, or do programmers still write their pixel and vertex shaders in two different syntaxes and then throw them into the GPU that puts them in a unified shader pipeline?

Bob Feldstein: The programmer can use the superset of instructions for any data running through the shader. This allows the programmer to be creative and not limited to current views of how to manipulate vertices and pixels – or any other d...

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In Windows Vista, WGF 2.0 will treat GPUs as having unified vertex and pixel pipelines, even if that’s not the case in the actual hardware. This suggests that eventually, all GPUs will have a unified shader architecture.
Does the design of the Xenos GPU give ATI the edge over the competition in the near future, since you have already developed a unified shader architecture?

Bob Feldstein: I have no idea what Nvidia is doing in the future, but ATI has a leg up on the re...

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Let’s talk about the unified shader architecture. First, I’d like to know about its performance. I’m pretty sure a unified shader architecture makes things easier for developers, but is a unified shader pipeline as good (performance wise) as the current architecture seen in PC parts, that is, separated pixel and vertex processing units.

Bob Feldstein: The Unified Shader Architecture actually improves overall performance. To understand why, we need to look at what is unified. ...

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The interface to the system’s memory is 128-bit. Isn’t this a bottleneck considering the bandwidth-intensive tasks performed in the GPU? Why was a 128-bit bus selected when PC parts already implement 256-bit buses in their high-end editions?

Bob Feldstein: Excellent question because it gets to the heart of what is right in the system design. We have a great deal of internal memory in the daughter die referred to above. We actually use this memory as our back buffer. In additio...

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What do you think of the PS3's Cell architecture? How much harder is it for developers to write asymmetric multiprocessing code that will run on the PPE and the SPE's? How difficult will it be to port code that is tuned for the Cell over to the 360 while maintaining good performance? Do you think Sony made the architecture complex deliberately to make porting that way harder, or were they just trying to get maximum performance out of their system?

I don't think the Cell is as w...

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So where did it all go wrong? In my view, Sony has made two big mistakes. The first is the design of the PS3, which seems to be too ambitious for the company to handle.

The whole idea of a games console is that it should be cheap and relatively simple to mass produce -- and cost reduce. That suggests using (mostly) known parts. You can get lots of buyers if your console provides better games than a PC that costs three or four times the price, and that is less hassle to maintain...

7245d ago 0 agree0 disagreeView comment

Exactly....Pin point percision on that one. I been telling these fanboys that. They keep saying cores but they don't have branch predictions like a normal core. 360 has specialized cores. Real cores. spe's are good for floating point work...like with hd video but not with games developement or execution. They are not cores. lol...lol....lol.... If they were cores the ps3 would be out of this world. But they aren't. One core the ps3 has. lol...with 7 spe's. lol....thats sucking power...

7245d ago 0 agree0 disagreeView comment

Well said. All these sony fangirls just got owned. Do what you do Sir Nathaniel. The truth to a sony fan is like krytonite to Superman. lol....it makes them weak and useless. lol....lol....lol.....

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