• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

PS3 games list & SPE usages

Rolf NB

Member
I think one aspect of PR that is often grossly underestimated is inspiration. Normal people aren't like that, they know their boundaries and will shut up when a topic goes too far above their heads. This is of course a virtue that is often enforced through peer pressure, cf "Why hasn't Shane Bettenhausen played Bioshock yet?".
But leading figures can motivate people to break this rule. Major Nelson, just to name one, has taught his layman listeners that it's okay to be vocal even on topics that are too complex to be understood, he has taught them that knowledge isn't really a requirement for confident opinions, and he has found a great many followers.
 

Busty

Banned
Shogmaster said:
You're absolutely right of course. It was early in the morning and I had lost my head for a moment. Continue on with this glorious thread fellas. I'm outty.


WrikaWrek said:
Shog just stop it....

MikeB is a "Ps3 untapped potential and 360 lol that shit has nowhere to go from here" fanatic.

Why bother with fanatics?


You start an argument, do nothing to back up your point of view and then when people question you, you through a tantrum through text (which I didn't even think was possible) and then disappear.

Trying to compare systems performance, especially ones with such differing and exotic architecture as the PS3 and 360, is a complete waste of time.

There's only one fool on an errand here, and it's you.

Class act.

v3d43m.gif
 

3rdman

Member
gofreak said:
That statement doesn't even make sense. Collision detection is done on the CPU, it's not a render task (though as with all things, GPGPU efforts have put collision detection implementations on shaders). I think you're confusing collision detection with culling or other "render help" - things that Insomniac and others who've produced great visuals on PS3 have not used Cell for.

(So really, Shog, it would be a three and a bit SPU advantage :p)
You're absolutely correct. I mixed up the words in my mind. :p
 

herod

Member
WrikaWrek said:
Shog just stop it....
"Ps3 untapped potential and 360 lol that shit has nowhere to go from here"

This appears true to me, to be honest. Are any devs (first or third party) talking about untapped 360 potential? I haven't seen anything.
 

WrikaWrek

Banned
Busty said:
You start an argument, do nothing to back up your point of view and then when people question you, you through a tantrum through text (which I didn't even think was possible) and then disappear.

Trying to compare systems performance, especially ones with such differing and exotic architecture as the PS3 and 360, is a complete waste of time.

There's only one fool on an errand here, and it's you.

Class act.


I didn't brought an argument. MikeB said he assumed Infinity Ward tapped the 360 almost to it's max while saying the Ps3 still has worlds to give basically.

I pointed out how funny that is when 1st he has nothing to back up his assumptions. He then said that it was meant to lure the dev into saying something. So ok....

And i made my point by saying that just because it's 1st party it means nothing, and that on the 360 3rd parties have actually delivered better looking games than 1st party, and yet he goes on to say Mass Effect is this big endeavor, despite obvious facts that there's already a U3 game (and u3 is middleware, so that makes it even more funny) on the 360 that looks much better than the troubled mass effect, and goes on to say that an endeavor like mass effect holds more significance than the one who was made by one of the most technically proficient studios in the world, that being Lair, which was a high budget game.

Methane had a "?" and i made him know what i meant, and all was good.

And "class act", who are you to speak of anyone? I was banned in the Resistance 2 thread for quoting a picture that Solid2Snake posted, and i was actually pretty excited about Resistance 2 and surprised by the things announced, and when you saw me banned you quoted my username with the banned tag and said "Resistance 2, it smites people, because it can".

So don't give me that "class act" crap when apparently you can't even follow a simple chain of events, and then go ahead talking shit about posters unable to reply to your stupid comments.

herod said:
This appears true to me, to be honest. Are any devs (first or third party) talking about untapped 360 potential? I haven't seen anything.

Well it was never part of MS marketing campaign to hype untapped potential. I never see devs talking about that as openly as ps devs do, but does that mean we haven't been seeing the 360 games grow? No.

Understandably so there's always alot of talk about these SPes and Cell this and that, because it was part of Sony's marketing campaign for the Ps3 from the very start.

MikeB said:
Couldn't you just have sent him a private message to out this personal cheapshot? IMO the devs I know, IBM technical specialists, Insomniac, Naughty Dog, etc are not fanatical (despite their enthusiasm for and dedication to producing results). In the case of IBM they even designed both CPUs. To me they sound knowledgeable and respectful.

I have no reason to doubt them, as I have been stating many of the things they are stating now since many years ago. I am not the least bit surprised it takes time and effort to port legacy game engine to the Cell's SPEs, I stated this in early 2005.

I think the PS3 will grow alot. My Ps2 grew, it was pretty amazing to see a game like God Of war 2 on it after all that time.

I'm just saying, stick to saying "Ps3 will grow", instead of "Ps3 will grow, 360 has nowhere else to go rigth now", when you only have info to support your 1st assumption.

That's all MikeB. Isn't this a thread about Ps3 games and a list of SPE usages? So why include the 360 comments?

That's what ticks me off. Do i think the Ps3 will grow more than the 360? Sure, i think so, it has better hardware so i think there's no reason for it not to.
 

Durante

Member
WrikaWrek said:
Understandably so there's always alot of talk about these SPes and Cell this and that, because it was part of Sony's marketing campaign for the Ps3 from the very start.
Perhaps it's just my eternal optimism, but I'd think by now it has less to do with marketing and more with the fact that Cell just is inherently harder (but also, for many algorithms, more rewarding) to fully utilize than traditional architectures.
 

WrikaWrek

Banned
Forsete said:
Positive PS3 thread? THIS WILL NOT STAND!

Commence, cheerleading.

Really? Is that it? People complained that people around here were talking about good ps3 news/info etc?

That's what you see here? Well why don't you try to actually read before you post?

herod said:
Hasn't it pretty much peaked with GoW though?

It has? Why? I don't understand that. We have already played better looking and impressive games than GOW, and the future looks even brighter.

That's what i don't get it. When upcoming and released games already do more, why do we keep saying crap like that?

Edit: This is a thread to discuss Ps3 stuff, not 360 stuff. I only commented a comment from MikeB that was "off topic", and this became a snowball scenario.

No need to keep at it.
 

Forsete

Gold Member
WrikaWrek said:
Really? Is that it? People complained that people around here were talking about good ps3 news/info etc?

That's what you see here? Well why don't you try to actually read before you post?

Its enough to read a few usernames to see whats going on, thanks anyway. :lol
 

MikeB

Banned
I added the following comments with regard to Uncharted to the original post:

"We’ve solved most of our memory problems by relying on the SPEs to perform compression, both at load-time and at run-time, using techniques developed by ICE, SCEA Tools&Tech and the SCEE ATG group."

Source: PS3Blog.net
 

SRG01

Member
I can't believe people have the audacity to deliberately troll this thread.


Anyhow, to add onto the recent Resistance 1 SPE comments, Insomniac does not use a SPE scheduler and still manges good performance. This has been printed in an IEEE Spectrum article too.

edit: http://spectrum.ieee.org/dec06/4745

So how do programmers decide which tasks the PPE should be doing and which tasks the SPE should tackle? Alex Hastings asks two key questions about each task to make the choice. First, would the task take up a lot of the PPE’s time if it ran there? And second, is it the kind of job that lends itself to what the SPEs do well? “We looked for the easiest wins first,” he says. Animation and calculating collisions between objects are perfect fits, says Hastings. So those are the primary jobs Resistance doles out to the SPEs.

Even such perfect fits require some compromises. Ideally, software could automatically allocate tasks to whichever of the SPEs has the most time on its hands, but in order to simplify the programming, Insomniac was forced to dedicate two SPEs exclusively to collisions. Two processors are needed in the most demanding situation, one with lots of players, monsters, and bullets all moving around at once. “In games you’re more concerned about the worst-case scenario rather than the average,” explains Hastings. If you aim for the average, then there will be many times when the processors can’t finish the job in time and the game stalls. But by the same reasoning, most of the time those two processors aren’t being used to the fullest.

Ultimately, in future games, Insomniac will try to get almost all tasks running on the SPEs. “The holy grail that people writing games on the Cell are ultimately trying to reach is to get…the real highest-level decision making [onto the SPEs],” says Hastings. “I think that, based on where we are now, that’s still a few years away.”
 

Argyle

Member
MikeB said:
In this thread I talked a little about the XBox 360's desgin being built around EDRAM utilization, this imposing bottlenecks for dealing with high resolution textures.

I think you've got this wrong, the design of the EDRAM shouldn't bottleneck texture resolution in the sense that textures have to fit in EDRAM (they don't)...


Shogmaster said:
5 SPUs is the max used because apparently, the 3rd SPU being "on call" by the OS rumor is true.

http://www.insomniacgames.com/tech/articles/0108/files/RFOM_Debriefing_public.pdf

They lay it out right there in that presentation for the upcoming GDC (page 31):

"2 Raw mode SPUs

* One SPU running broad collision
* One SPU running narrow collision

3 [Job Manager] SPUs

* In a thread group running SPURS

1 Unused

* This one is for the OS to steal for the AC3 Encoder etc.
"

From a thread @ B3D, via that other place.

You are jumping to conclusions, the PDF is correct, but your conclusion is wrong.

If we are to apply this logic to the 360, the 360 would only have two cores available to the game.

(Unless you meant that Resistance is only using 5 SPUs, which is correct)

Edit: crap, I was beaten by antiloop anyway :)
 

SRG01

Member
Argyle said:
I think you've got this wrong, the design of the EDRAM shouldn't bottleneck texture resolution in the sense that textures have to fit in EDRAM (they don't)...

Yeah, I didn't want to pipe up on this, but to the best of my knowledge, you fit the framebuffer and not the texture information into eDRAM. Larger resolutions need tiling to fit, which is a huge hit in performance. Hence why Halo 3 used 600p instead of 720p for it, I think?

Nothing wrong with 600p though. That's a neat trick! :D I've been tinkering with custom resolutions on my PC and it dramatically improves performance.
 

MikeB

Banned
Argyle said:
I think you've got this wrong, the design of the EDRAM shouldn't bottleneck texture resolution in the sense that textures have to fit in EDRAM (they don't)...

What I meant to say, the EDRAM for what it's there for (adding effects like AA and HDR), the EDRAM buffer is too small to do higher resolutions in one go, data has to be moved in and out of main RAM in tiles and not only slows things down but seems to complicate rendering quite a bit. (games lacking AA or being rendered at sub 720p, etc for example to achieve good lighting as claimed for Halo 3)

Thanks for the correction.
 

MikeB

Banned
MikeB said:
What I meant to say, the EDRAM for what it's there for (adding effects like AA and HDR), the EDRAM buffer is too small to do higher resolutions in one go, data has to be moved in and out of main RAM in tiles and not only slows things down but seems to complicate rendering quite a bit. (games lacking AA or being rendered at sub 720p, etc for example to achieve good lighting as claimed for Halo 3)

Thanks for the correction.

And back on topic, this is where the SPEs can really shine by using different approaches.
 

MikeB

Banned
Some comments I missed with regard to Uncharted, added to the OP.

"One of our first goals when we started Uncharted: Drake's Fortune was to push what's been done in animation for video games. We developed a brand new animation system that took full advantage of the SPU's. Nathan Drake's final animation is made of different layers like running, breathing, reloading weapons, shooting, facial expression, etc; we end up decompressing and blending up to 30 animations every frame on the SPU's."

"The main thing about the PlayStation 3 is the Cell processor and more specifically the SPU's. We are only using 30 percent of the power of the SPU's in Uncharted. We've been architecting a lot of our systems around this and we were able to take full advantage of that power. A big part of our systems is running on SPU's: scene bucketing, particles, physics, collision, animation, water simulation, mesh processing, path finding, etc. For our engine, the cool thing about having the SPU's is the fact we can minimize what we send to the RSX (the graphic chip), it allows us to reject unnecessary information and get the RSX to be very efficient. "

"We are constantly streaming animations, level data, textures, music and sounds. It would have been impossible to get this amount of data at that speed to memory without the hard drive. And of course on top of that we use the SPU's to decompress all this data on the fly."

Source: Playstation Universe (PSU)
 

MikeB

Banned

MikeB

Banned
That's of course a wrong assumption, for instance the 360's OS uses up CPU cycles as well

Mike Action (Insomniac) has given the following clarification with regard to the Resistance 1 slides at Beyond3D:

"I believe that the PS3 Linux kernel gives all 6 SPUs available full-time. (As there's no reason to run the game SDK when you're running an OtherOS).

Also, just to stomp this discussion - remember this is a description of what RFOM did for launch. Much has changed since then. Specifically, we are making use of all the available SPUs now."
 

MikeB

Banned
I added the following older comment to the OP with regard to Motorstorm. [/scrap that]

Edit: I thought I missed this one but it was already there. Did add a small Resistance 2 picture though. :lol
 

splee

Member
As a PS3 owner I am gutted following the response I received from ProFx regarding the Bayou Benchmark performance screenshots released last week.

Apparently the PS3 benchmark result was fake, hence the now missing information from the website.

Here's the email I received from ProFX:

"The snapshot of our website with a PS3 benchmark was actually a fake. Our
Bayou benchmark has been made only on PC and Xbox 360...

However, we will soon have multi platform benchmark for our new product
called Substance ( to be released Q2 2008 ), and this will include numbers
on the PS3 as well, as PS3 is obviously an interesting device when it comes
to procedural texture generation. Allegorithmic is currently optimizing is
new middleware for PS3 with very ambtious targets. We will keep you updated
on this on our Website. Stay tuned!

Thanks for your interest and talk to you soon

Alexis KHOURI "

Oh well so much for the blistering comparsion against XBox360 and PC. Where did you source the screens from?
 

MikeB

Banned
MikeB said:
@ Psychotext

"The 115.2 figure is the theoretical peak if you include non-arithmetic instructions such as permute. These are not normally included in *any* measure of FLOPs."

"If you want to count non-arithemitic peak figures, the usable Cell components in the PS3 will get 268 Gflops (6 SPEs + PPE) - over twice that of the 360."

Beyond 3D staff a couple of days ago:

"76.8 GFLops actually... and yes that's a truer number; the ~116 GFlops includes the potential of the FPU, which really shouldn't be considered."
 

MikeB

Banned
MikeB said:
@ Shogmaster

That's of course a wrong assumption, for instance the 360's OS uses up CPU cycles as well (divided over 1 or more cores).

It's true that the RSX + SPE tasks makes the RSX far more efficient and the Cell + RSX combined offer far more graphics and complexity potential, but basically the RSX can perform more shader ops per second than the Xenos can to begin with.

Then you will have to factor in all the other distinguishing factors like memory usage and system bandwidth.

There's a lot of confusion surrounding the amount of shader ops the 360's GPU can perform per second, this due to ATi and Microsoft PR.

This confusion regards using different metrics in such interviews, just like Microsoft used different metrics with regard to theoretical CPU performance.

ATi and Microsoft made statements regarding:

"operations per second" (Microsoft)

and

"floating-point ops per cycle" (ATi)

But all official specs sheets are still correct, 48 billion shader ops/s just like Microsoft officially announced. These companies only divert to using different metrics when compared to the PS3, so that's why Microsoft would state something like 80 billion operation per second, instead of 48 billion shader operations per second in reply, they don't want to admit the PS3 at its core is (far) more powerful in interviews.
 

MikeB

Banned
So RSX + Cell in terms of core performance is >>> Xenos + Xenon

Another relevant confusion regards system bandwidth, with regard to access to the main memory accessable to both GPU and CPU is 25.6 GB/s memory bandwidth to the XDR, 22.4 GB/s bandwidth for GDDR3 vs 22.4 GB/s Xenos/Xenos shared main memory bandwidth.

The confusing part is where many articles add the Xenos's daughter chip's 256 GB/s internal bandwidth to these figures, note that every data goes to the main system memory first and in higher resolution devs resort to tiling, feeding data through the main memory, (hence the sub high def resolutions we are seeing in many games to improve framerates while adding effects). This of course paints a strange picture in terms of true system bandwidth comparisons especially if such blogger articles completely neglect the Cell's EIB internal bandwidth, which is even greater.
 

Snah

Banned
MikeB said:
So RSX + Cell in terms of core performance is >>> Xenos + Xenon

Another relevant confusion regards system bandwidth, with regard to access to the main memory accessable to both GPU and CPU is 25.6 GB/s memory bandwidth to the XDR, 22.4 GB/s bandwidth for GDDR3 vs 22.4 GB/s Xenos/Xenos shared main memory bandwidth.

The confusing part is where many articles add the Xenos's daughter chip's 256 GB/s internal bandwidth to these figures, note that every data goes to the main system memory first and in higher resolution devs resort to tiling, feeding data through the main memory, (hence the sub high def resolutions we are seeing in many games to improve framerates while adding effects). This of course paints a strange picture in terms of true system bandwidth comparisons especially if such blogger articles completely neglect the Cell's EIB internal bandwidth, which is even greater.

Yeah, from what I see the RSX and Xenos GPUs are basically a wash, but the real differentiating factor is the Cell, since it's basically over twice as powerful as the Xenon core.

MikeB, do you know what the shader ops per second for the RSX is? You mentioned it was more powerful than Xenos @ 48 billion ops. I realize that the Xenos is actually more flexible, which is where I think a decent amount of the development problems stem from 360 --> PS3 ports.
 

MikeB

Banned
Snah said:
Yeah, from what I see the RSX and Xenos GPUs are basically a wash, but the real differentiating factor is the Cell, since it's basically over twice as powerful as the Xenon core.

MikeB, do you know what the shader ops per second for the RSX is? You mentioned it was more powerful than Xenos @ 48 billion ops. I realize that the Xenos is actually more flexible, which is where I think a decent amount of the development problems stem from 360 --> PS3 ports.

At its core basically 96 (Xenos) vs 136 shader (RSX) ops per clock, but the RSX is really architectured for having the Cell assist the GPU, which can result up to 100 billion shader ops per second within which the RSX accounts for the bulk of shader operations performed.

I don't think the flexibility with regard to vertex and pixel shader operations is much of an issue. Current problems mostly relate to how legacy game engines have been designed, some of which are still overloading the PPE with tasks which are much better suited to run on the SPEs. Breaking up some single-threaded (or slighty multi-threading) game engines and moving code over to the SPEs (you still need to re-architect code intended for taking advantage of multi-core CPUs like the Xenon of multi-core PCs for the SPEs) just takes time and effort but is extremely rewarding.
 

danwarb

Member
MikeB said:
Another relevant confusion regards system bandwidth, with regard to access to the main memory accessable to both GPU and CPU is 25.6 GB/s memory bandwidth to the XDR, 22.4 GB/s bandwidth for GDDR3 vs 22.4 GB/s Xenos/Xenos shared main memory bandwidth.

The confusing part is where many articles add the Xenos's daughter chip's 256 GB/s internal bandwidth to these figures, note that every data goes to the main system memory first and in higher resolution devs resort to tiling, feeding data through the main memory, (hence the sub high def resolutions we are seeing in many games to improve framerates while adding effects). This of course paints a strange picture in terms of true system bandwidth comparisons especially if such blogger articles completely neglect the Cell's EIB internal bandwidth, which is even greater.

The thread would be much easier to read without all of this misinformation and comparison nonsense.

I'd prefer just PS3 hype and enthusiasm.
 

dogmaan

Girl got arse pubes.
danwarb said:
The thread would be much easier to read without all of this misinformation and comparison nonsense.

I'd prefer just PS3 hype and enthusiasm.

there is no misinformation in that quote
 

Kittonwy

Banned
MikeB said:
Here's a source with regard to Genji: Days of the Blade not using the Cell's SPEs.

http://www.playfrance.com/dossier-interview-de-yoshiki-okamoto.html (French)

Sony tried to push them into using the SPEs, but they didn't.

Good graphics, good amount of enemies on screen, criticism was mostly with regard to Gameplay. According to Gamespot, the game even shows off as a technical showcase for the PS3...

http://www.gamespot.com/video/929232/6161366/genji-days-of-the-blade-video-review

So did Folklore use any of the SPEs? I'm not sure whether either of Game Republic's titles was actually pushing the RSX either, they weren't using a lot of advanced shaders for either game.
 

MikeB

Banned
Kittonwy said:
So did Folklore use any of the SPEs? I'm not sure whether either of Game Republic's titles was actually pushing the RSX either, they weren't using a lot of advanced shaders for either game.

My personal guess would be limited SPU usage maybe up to a level like Resistance 1, but I have seen no statements regarding this game. What is know however is that Folklore was originally intended to be a PS2 game and was developed by a different team. IMO the game is impressive visually (especially aristically) and a lot more fun than Genji 2.
 

Kittonwy

Banned
MikeB said:
My personal guess would be limited SPU usage maybe up to a level like Resistance 1, but I have seen no statements regarding this game. What is know however is that Folklore was originally intended to be a PS2 game and was developed by a different team. IMO the game is impressive visually (especially aristically) and a lot more fun than Genji 2.

What? Game Republic has TWO teams?
 

MikeB

Banned
Kittonwy said:
What? Game Republic has TWO teams?

Yoshiki Okamoto (***** interview):

"At the same time this was going on we were developing Folklore, which was separate from the Genji team and was also being made for the PlayStation 2."
 

Kittonwy

Banned
MikeB said:
Yoshiki Okamoto (***** interview):

"At the same time this was going on we were developing Folklore, which was separate from the Genji team and was also being made for the PlayStation 2."

Then I guess Sony Japan did get burned for having all these devs still making PS2 games, I wonder how long it will take for teams like Game Republic and Media Vision to catch up, Media Vision hasn't even announced a PS3 game yet.
Indifferent2.gif
 

MikeB

Banned
I added the following to the original post, regarding LittleBigPlanet:

"We went multiprocessor from the beginning, went multicore, and not having legacy code to hamper that code was such a blessing"

Source: Gamasutra

SPE usage was already apparent for this title considering the impressive physics engine, but if someone found more informative details please share the info.
 

Chrono

Banned
Is Cell so advanced that when or if developer's fully harness its power we'll see a huge jump over current PS3 software? Will we see things like real time global lighting or ray tracing? Procedural textures that make the games look like high-end CG?

Dammit I don't want to wait until 2010 for next-gen consoles.
 

MikeB

Banned
Chrono said:
Is Cell so advanced that when or if developer's fully harness its power we'll see a huge jump over current PS3 software? Will we see things like real time global lighting or ray tracing? Procedural textures that make the games look like high-end CG?

Dammit I don't want to wait until 2010 for next-gen consoles.

Are you serious?

Sure it's warranted to have very high expectations for the long run, but really games like Uncharted: Drake's Fortune and Ratchet and Clank: Tools of Destruction are technologically way beyond what the PS2 and Wii have to offer or ever will. They are some of the most impressive games out for any platform.

Sure, there's are problems porting 360/DirectX games to the PS3, but IMO that's nothing new as developers often ran into issues porting Windows DirectX games to other platforms like Macintosh, Linux and Amiga, it could be said Microsoft doesn't really want to ease cross platform development.

But the currently best sold and most impressive multiplatform games Call of Duty 4 and Assassin's Creed are as good as identical for both platforms.

There are game engines under development for the PS3 which have been built up from scratch for the system and such games are set to be released this year (for example LittleBigPlanet & The White Engine). Legacy game engines have advanced as well, the Resistance 2 engine now seems to have adapted into a fully PS3 orientated game engine.

Although I believe the PS3 will not be maxed out for many years to come, 2008 will be the year to judge the PS3 from a technical perspective and the results won't be kind towards rivals. With the Amiga gamers had to wait much longer until the distinguishing factors really began to show well enough and its features were well utilized enough. Sony does a much better job than Commodore did!

Great progress leaps usually involve radically new approaches, like the multi-tasking, stereo sound, 4096 color Amiga was a totally different approach compared to the common monochrome, single-tasking, beeping MSDOS PCs in use at the time.
 

Mash

Member
SDF'ers are going to give themselves heartattacks worrying about SPE usage and whatnot lol. Kinda funny. Kind of.
 
Mash said:
SDF'ers are going to give themselves heartattacks worrying about SPE usage and whatnot lol. Kinda funny. Kind of.
Speak for yourself I think it's interesting seeing how the cell is used.

Ironically all the best games like COD4 Resistance Warhawk SSHD use the spe's really well while all the crappy multiplatform games do not use them.
 

drakesfortune

Directions: Pull String For Uninformed Rant
Mash said:
SDF'ers are going to give themselves heartattacks worrying about SPE usage and whatnot lol. Kinda funny. Kind of.

Right, gamers being interested in the technology that's advancing the medium is having "heartattacks"?

Seems you're the one having a heart attack about it. So much so that you decided to come in here and troll this thread because it threatened you and your belief system in some silly way.
 
Chrono said:
Is Cell so advanced that when or if developer's fully harness its power we'll see a huge jump over current PS3 software? Will we see things like real time global lighting or ray tracing? Procedural textures that make the games look like high-end CG?

Dammit I don't want to wait until 2010 for next-gen consoles.
Didn't warhawk use ray tracing to some extent (I thought I heard the makers say that)
? In a year or two it will be interesting to see how things improve as far as game development is concerned. Any of you guys think we will really see a game that could rival say the Incredibles or Shrek for example? Not just graphically, but animation wise too? Which developer has the best chance of realizing this goal?
 

carlosp

Banned
Mustaphadamus said:
Didn't warhawk use ray tracing to some extent (I thought I heard the makers say that)
? In a year or two it will be interesting to see how things improve as far as game development is concerned. Any of you guys think we will really see a game that could rival say the Incredibles or Shrek for example? Not just graphically, but animation wise too? Which developer has the best chance of realizing this goal?

naughty dog hahaha

no seriously i watched shrek 3 yesterday (what a shame :( ) and i compared the gfx from shrek with those from uncharted and i think to my self not too long until games will look like this. after experiencing uncharted i do believe everything is possible and we will see shrek 3 like games in 09.
 
So is it general knowledge that Killzone 2 is by far the most impressive console game in the works/available? I didn't read every post sorry. Or does Resistance 2 do more technically speaking?

I read that killzone 2 article about lighting and that blew me away, it makes you appreciate whats really going on, i for one didn't notice all the subtleties at first (until I watched the HD trailer). Its good to know these things cause you really do get an appreciation for their work.
 

spwolf

Member
Mustaphadamus said:
Didn't warhawk use ray tracing to some extent (I thought I heard the makers say that)
? In a year or two it will be interesting to see how things improve as far as game development is concerned. Any of you guys think we will really see a game that could rival say the Incredibles or Shrek for example? Not just graphically, but animation wise too? Which developer has the best chance of realizing this goal?


well they use super computers to do animated movies these days, but sure, games will look better and better as time goes by...
 

spwolf

Member
Lion Heart said:
So is it general knowledge that Killzone 2 is by far the most impressive console game in the works/available? I didn't read every post sorry. Or does Resistance 2 do more technically speaking?

I read that killzone 2 article about lighting and that blew me away, it makes you appreciate whats really going on, i for one didn't notice all the subtleties at first (until I watched the HD trailer). Its good to know these things cause you really do get an appreciation for their work.


no it is not... once we see any game in action, we will be able to claim something... Right now, they are both in development.

I would say Uncharted out of games currently avail. for purchase...
 

carlosp

Banned
spwolf said:
well they use super computers to do animated movies these days, but sure, games will look better and better as time goes by...

didnt Kutaragi say ps3 is a super computer? :lol
 
Top Bottom