Bearillusion
Banned
Marty Chinn said:The Grid is running at 30 fps. GT5P isn't running on the 360.
I know GRID is 30 but GT5p is 60. Not Sony's problem it isn't on 360.
Marty Chinn said:The Grid is running at 30 fps. GT5P isn't running on the 360.
it's like the gaming version os uncanny valley... as things get closer and closer, the differences are talked about more and more...neight said:It's funny how no one complained how most ps2 games in the last gen ran at the sub-SD resolution of 512x448.
I meant sub-SD. Horizontal res of 512 is 128 pixels shy of 640.Yoboman said:Err....duh?
Scaling does not add detail. You need resolution for that.wazoo said:because CRT are more tolerant to non fixed resolution and do not need upscaling.
CRT HD FTW.
neight said:It's funny how no one complained how most ps2 games in the last gen ran at the sub-hd resolution of 512x448.
rod said:it seems having a game running at native 720 these days is a fricken luxury, but isnt it what we were promised?
Bearillusion said:I know GRID is 30 but GT5p is 60. Not Sony's problem it isn't on 360.
BeeDog said:Marty Chinn, do you work for a developer?
nextgeneration said:No, what I'm saying is that Microsoft pushed Sony to release their system earlier than they wanted to. Had Microsoft released their system 1 or 2 years later, and Sony released their system another year after Microsoft, I think things would be different.
Bearillusion said:GRID is running at 720p and looks fantastic. GT5p runs higher than 720p and looks fantastic.
duckroll said:Here's a better question. With both consoles outputting everything at 720p anyway, how many people on GAF can actually tell if a game is "sub-HD" without a pixel counter TELLING everyone that it is?
FightyF said:GT5p runs at 720p. Not "higher than".
Sub SD - 512x512(or 448) was common, because difference between 640 and 512 horizontal, is imperceptible on 99% of SDTV displays. Heck it's tough to spot the difference on any CRT displays, including VGA monitors.Yoboman said:Err....duh?
Fafalada said:The reasons were just different - last gen resolution was lowered to gain memory, not performance.
wazoo said:because CRT are more tolerant to non fixed resolution and do not need upscaling.
CRT HD FTW.
duckroll said:What, memory is not part of performance now? How much memory a game engine has available to it affects tons of performance issues.![]()
Marty Chinn said:Yep, but predicated tiling on the 360 is pretty much public knowledge. You can find more details on it here:
http://msdn.microsoft.com/en-us/library/bb464139.aspx
Marty Chinn said:So how do your examples disprove what I said?
FightyF said:No, not much different. Had it been 2 years later, I can see a difference but not one year as though graphics tech could have advanced in that time, these consoles have been in planning stages for longer. Could Sony have went with a more powerful CPU if they delayed it another year? Remember, the technology they plan to put into these console don't exist yet.
So, uh, developed any graphics systems for current-gen consoles recently? That shit ain't simple.rod said:i mean, if you compare the raw specs of a 360 or a ps3, while they dont match a top of the line gaming pc these days obviously, they shouldnt be having problems with something so fucking simple at 1280x720 and/or 2xaa.
Luckyman said:It comes down to talent, time and man power.
NG2 looks rushed to meet MGS4.
Me too. For consoles that do nothing but harp on graphical prowess, i havent seen one damn game that has made me say wow. Graphically speaking.rod said:i just expected so much more from these consoles
That's true - but there was a difference I was trying to point out. In a 360/PS3 game, you drop resolution to run more stably at 30fps or whatever.duckroll said:How much memory a game engine has available to it affects tons of performance issues.![]()
zenbot said:So, uh, developed any graphics systems for current-gen consoles recently? That shit ain't simple.
If Sony targeted Q1 2007 from onset, we'd have seen a completely different GPU inside. There was no need for an extra year really (partly because they already delayed in the first place).FightyF said:Could Sony have went with a more powerful CPU if they delayed it another year? Remember, the technology they plan to put into these console don't exist yet.
Fafalada said:That's true - but there was a difference I was trying to point out. In a 360/PS3 game, you drop resolution to run more stably at 30fps or whatever.
In a PS2/GC game, you'd drop resolution to be able to fit more effect buffers etc. into VRam(as opposed to not having those effects at all, or having them at lower quality), without considering performance much (or at all).
And Sony didn't? Sony emphasised HD resolutions about a billion times more than Microsoft did. Look how that turned out.nextgeneration said:The difference is that Microsoft touted their system as an HD system. And with that, we've come to expect that the baseline for all their games would at least be 720p.
Sir Fragula said:And Sony didn't? Sony emphasised HD resolutions about a billion times more than Microsoft did. Look how that turned out.
My point was there's a difference when you choose betweenduckroll said:That's bull. It's already been explained in this thread alone several times, that most resolution drops are being made simply to fit more effects and for AA.
Sir Fragula said:And Sony didn't? Sony emphasised HD resolutions about a billion times more than Microsoft did. Look how that turned out.
All first party PS3 games are 720p.Sir Fragula said:And Sony didn't? Sony emphasised HD resolutions about a billion times more than Microsoft did. Look how that turned out.
Fafalada said:My point was there's a difference when you choose between
"lowres + do something" and "hi-res + do something but a bit slower".
And
"lowres+ do something" and "hires + can't do something at all" - the latter being indicative of choices you usually had lastgen.
Marty Chinn said:So how do your examples disprove what I said? Look, in order to get a game running at 60 fps, you need everything to be calculated within 16 ms. Double that if you're at 30 fps. A big problem is the 10 megs of memory used for the frame buffer on the 360. It's just too small. If you want to use a frame buffer of 1280 x 720 AND use MSAA, you need to use predicated tiling. The problem is predicated tiling takes time which really hurts you when you're trying to cram everything into 16 ms. That is why you have to lower the resolution on the 360 in order to allow it to fit into the frame buffer and have MSAA while trying to avoid predicated tiling. That is a bottleneck on the 360.
Fixed. Even if your game runs at 640*480, if you have great models and textures you can make a 16000*9000 bullshot, scale it down, and tell the media it uses in-game assets. Now that most screenshots released no longer show the actual in-game IQ, developers have little incentive to increase it.Scotch said:The hardware isn't the problem, it's the developers (and consumers) deliberately choosing bullshots over resolution.
Your quote is exactly what Faf said: do something, but slower.duckroll said:Sounds to me like sometimes it IS a case of "hires and can't do something at all" to me.
I guess you could make the argument that if Sony had gone for a more powerful GPU then underutilising CELL would have mattered less because devs wouldn't be forced to leverage it in graphics tasks just to bolster RSX's deficiencies and help it keep up?wazoo said:Sony would not have much benefited so much. They could have gotten a better GPU, maybe. But, even, their problem is the CELL programming, and when devs do not even use more than one SPE, how do you benefit to get 8-10-12 instead of 7 ?
Durante said:Your quote is exactly what Faf said: do something, but slower.
Its one of the resons I stopped playing COD4. I could tell something was wrong with it, even before I knew it was running below 720P. The game is a pixelated mess when upscaled to 1080P and I had serious trouble picking out players in multiplayer at a distance because of it.duckroll said:Here's a better question. With both consoles outputting everything at 720p anyway, how many people on GAF can actually tell if a game is "sub-HD" without a pixel counter TELLING everyone that it is?
duckroll said:Sounds to me like sometimes it IS a case of "hires and can't do something at all" to me.
It sounds like a performance issue to meMartyChin said:The problem is predicated tiling takes time which really hurts you when you're trying to cram everything into 16 ms
proposition said:I guess you could make the argument that if Sony had gone for a more powerful GPU then underutilising CELL would have mattered less because devs wouldn't be forced to leverage it in graphics tasks just to bolster RSX's deficiencies and help it keep up?