Utgardaloki
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- Joined: May 25, 2006
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RE: heavenly sword is jagtastic!
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May 27, 2006 17:44
ORIGINAL: Abasoufiane never heard of that 3 megapixels in any benchmark, megapixels of what would you please explain In benchmarks people normally refer to resolution. Megapixels are sometimes used in order to point out the difference in detail between different resolutions or to point out the number of framebuffer pixels needed to be filled by the graphics processor in order to create one frame. On PCs the highest resolution you can run games in right now is 2048x1536 (3,145728 megapixels). SONY claimed 1920x1080 times 2 would be possible on PS3 (2,073600 megapixels x2 = 4,147200 megapixels) at 60 fps. To put things into perspective: The RSX (most probably) has 24 pixel engines running at 550Mhz which gives a fillrate of 13,2 gigasamples/sec. Compare that to a PC using two 7900GTX: 15,6 gigasamples x2 = 31,2 gigasamples minus the loss for running in SLI which gives the end result of up to about 25 gigasamples/sec fillrate (an estimate since SLI makes performance shift between different games). Even a fillrate monster like this will start to show signs of smoke once HDR, bumpmaps, normalmaps, 4x AA, 8x anisotropic, trasparent texture AA plus more kick in at 2048x1536 resolution. Even at 1080p this PC has got problems using settings like this. And how ever stupid it might sound SONY has claimed " movie quality graphics" for the PS3. Then these settings are what you need in order to simply begin pulling that off. If a 2000$ PC can' t do it then... i thought that Cell is the most powerful processor out there .... Sorry. I wrote processor but I meant graphics processor. And about Cell being the most powerfull CPU. Cell looks to be the most powerfull CPU conserning things like physics, AI and number of things on screen. As a general purpose CPU on the other hand it looks to be the second weakest of the next gen machines placing itself right above the Wii and below the others. SONY is hoping though that the 7 SPEs will offload the main core in the areas where they are supposed to be very efficient. The 360 has 3 CPU cores and capable of handling 2 hardware threads each at a time. And they are of the general purpose type. Such cores aren' t very efficient at handling things like physics though. And the more intricate animations, complicated behavior and physics that will start to find their ways into new games the 360' s lead over PS3 conserning general purpose calculations might quickly start to narrow as the 360' s 3 cores will have to dedicate ever more power to things the Cell is most likely better suited for. So the Cell is very customised towards a certain type of game scene. A game scene that is aimed towards creating a much more movie like type of action rather than the very generic type of action we find in videogames today due to the CPUs' limitations in keeping track of and controling many things at the same time. So for in a scene where most things are supposed to be destructible the 360' s main cores will have to constantly track all destructible things in order to determain whether something is about to change and when ever something does change those cores will have to calculate the physical behavior of it and animate it. On Cell sequential tracking like this can simply be offloaded to an SPE and when ever something happens the SPE will start running the physics sequenses to determain in which direction every bit and piece wil start travelling and with how much force etc. At lest that' s the idea. The SPEs are mostly designed towards these types of things so while they can' t do much else, in situations like the above they are supposed to be pretty darn powerfull. Take the gas station explosion demo for exemple. That explosion was supposedly not preanimated but rather ran as a pure physics program. In other words that explosion didn' t exist within the PS3 memory. The Cell just created it on the fly accoarding to real laws of physics described by the physics program. If that is true then that is damned impressive. Normal ingame explosions are " stuck" not only conserning the way they look but also regarding the way they behave and the number of ways they can influence their surroundings. Calculations like this can have a huge impact not only on how things will look but rather determain what types of interactivity and consequenses will be possible within a scene. Gameplay could benefit alot from this or at least receive more possibilities if done right. So the really interesting thing about PS3 for me is the Cell, not the graphics (it just irratates me how SONY keeps claiming the PS3 will blow everything else away graphics wise). But since Cell is more specialised you probably need more specialised programming to pull that off. That might prove difficult. And the RSX will have to be able to keep up once the Cell starts throwing alot of shite at it.
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