Teknopathetic
Member
Apparently it wasn't FUD so long as it was positive for X360. :lol
Nope, they only got to first base...(i.e. the design docs.)f_elz said:So did the dev ever play around with a 360 devkit?
-ImaginaryInsider said:Nope, they only got to first base...(i.e. the design docs.)
Originally Posted by ypo:
"According to Capcom in Xbox 360 2xMSAA is +10% load and 4xMSAA is 20%+ load."
ZOmg where did the Free AA go?
There are several tricks to reduce the impact of predicated tiling on vertex throughput (manual predication for example, 'cutting' your models in smaller and spatially coherent batches and so on), which help a lot reach the famous 5%. It's not a walk in the park though. It does require work. I'd say that in many situations 2X can be essentially free, while 4X has some more impact; free in terms of performance, but it's not even close to be free in terms of programmers time and development cost.
Fran.
Most likely it just wasn't a development priority - which sucks for people that already paid for licenses, but then again, when you're buying multiplatform middleware you should be well aware what that means (especially when the lead platform is clearly known).Moderation Unlimited said:Would you have any idea why the Unreal Engine 3 is having such a difficult transition to the PS3?
IIRC nAo32 already has dynamic range and precision that compares favourably to FP16. That said, there are also techniques that don't require any HDR framebuffer data at all, and can still give results equivalent to "conventional" HDR, so the answer to your question would be yes.But is there anyway for PS3 to muster out the equivalent of FSAA 4x plus FP16 HDR?
szaromir said:Xenos is a very good GPU for a console that launched in Nov 2005 for 299$ but it is far inferior to the GPU that launched in Nov 2006 for 499$.
Part of what some of us do for a living, is also estimating/predicting what can/cannot be done with hw (mostly relative to a given timeframe for development ), before and after we have actual hw numbers.mylilbuddy said:people not working with the hardware in question should not say what it can or cannot do.
Putting aside the fact that people are still debating as to whether or not the Xenos is actually one aspect of the 360 that beats out the PS3 (by a slim margin), I'm going to instead focus on the words "far inferior" and how you used them.
dirtmonkey37 said:I'm sorry I had to call you out. That is entirely false......
Putting aside the fact that people are still debating as to whether or not the Xenos is actually one aspect of the 360 that beats out the PS3 (by a slim margin), I'm going to instead focus on the words "far inferior" and how you used them.
.....Hmmm....well, I can tell you that the 360's GPU is not "far inferior" than that of the PS3. If anything, I'd say that in conjunction with the Cell Processor, the PS3 may be able to produce visuals that are noticeably different (better) than those of the 360 by 2009 (a number that I'm pulling out of my...).
But I'm paying for the present. I can't wait 4 years to see a smidget of a difference in graphics...
Dali said:I'm not a PC gamer, so I don't know when the 8800 was released. However, I thought that was what he was referring to, not the PS3. He was saying the 360 GPU may be awesome, but it isn't as good as the $499 piece of hardware for your PC.
Patetic, I don't blitz any forum, I was writing on B3D even before starting to work in the videogames industry.JMichael said:Well NAO and crew blitz forums like this one, Beyond3D and even TeamXbox on a regular basis. Good enough imo.
Nostromo said:Patetic, I don't blitz any forum, I was writing on B3D even before starting to work in the videogames industry.
Though some say the performance of the Xbox 360 CPU is not very good, according to Capcom, the performance of a single core of the Xbox 360 CPU is 2/3 of the Pentium 4 with the same clock speed. When SMT is fully exploited, about 4 times larger performance can be observed. In terms of PC it's comparable with 4 SMT threads in a dual-core Pentium 4 Extreme Edition 840 (3.2GHz).
Yeah...oh god, I'm so old now! :lolPanajev2001a said:True, I recall you were still in University (I might be wrong, it was a loooong time ago) when I first read your posts online and we exchanged some PM's .
Nostromo said:Yeah...oh god, I'm so old now! :lol
Do you want me to work at night?!? do you care about my social life?!?mckmas8808 said:Could it be possible for you guys to add it in? I mean everything else is there and it looks beautiful.
Nostromo said:Do you want me to work at night?!? do you care about my social life?!?
We have some blur effect, but not per pixel mb + velocity buffer as many games have these days.
I think you will have to wait for a sequel for that..:lol
Nostromo said:Do you want me to work at night?!? do you care about my social life?!?
No, we did not.mckmas8808 said:Nah just kidding. Did you guys have that blur effect in the demo that people played at E3 2006 and TGS?
I thought it was basically confirmed in a very detailed article in Edge magazine (providing HS sells well).Nostromo said:BTW..before someone starts misquoting me, I'm NOT hinting to or confirming any sequel, ok? I was just kidding.
Nostromo said:No, we did not.
BTW..before someone starts misquoting me, I'm NOT hinting to or confirming any sequel, ok? I was just kidding.
Umh..your calculations can be more or less correct , but they can change wildly from game to game.For example you did not include any mem for shadow maps rendering...Panajev2001a said:Hopefully I kept the count of stupid stuff said low enough for 2:42 P.M., what do you think Faf/nAo ?
How can you embed code for something that does not exist? you would need some library, some API, something..kiUNiT said:Off topic but I know you are viewing this thread Nostromo.Are you embeding any FF or rumble code into HS in the chance that one of the new rumble techs that have been talked about here http://www.neogaf.com/forum/showthread.php?t=140408 lately are implemented by Sony.
please say yes.
Nostromo said:No, we did not.
BTW..before someone starts misquoting me, I'm NOT hinting to or confirming any sequel, ok? I was just kidding.
Nostromo said:Umh..your calculations can be more or less correct , but they can change wildly from game to game.For example you did not include any mem for shadow maps rendering...
So, we would still have about 32.465 MB of RAM free and we could use portions of it as temporary texture buffers (if we intend to stream textures in GDDR3 memory every frame), vertex buffers (for vertices before T&L and/or after T&L has taken place) and more off-screen surfaces (off-screen surface = memory area that is not part of the area we consider as either the displayed buffer or the back-buffer that represent the screen we are "painting", but we decide to render to and then use it as source element in other rendering operations for example).
pandabear14 said:Well considering the xenos vs.rsx is similar to the 7900 vs. the 1900 in terms of power, the 8800GTX will crush them. The 8800GTX is roughly 2x the power of the last gen high end PC vid cards.
that Ubisoft were responsible for the RE4 port perhaps.ShowDog said:
Wait what did Capcom say about PC's?
Panajev2001a said:Hey , I suspected that it would not be a one-size fits all picture, but I intended only to give a small overview on what I thought developers might find left after all is said and done. With this said, if my calculations have any remote attachment to reality (especially if the OS really reserved the magnitude of VRAM [as shadow memory] I specified in my worst case scenario), I really find myself even more impressed by those developers which manage 1080p HDR rendering with any amount of MSAA applied (even just 2xMSAA).
Talking about Shadow Maps rendering, do you think they would not be able to fit into the space I left here ?
Capcom said that they used about 12 MB of space for Shadow Maps rendering, I am sure we could squeeze out the space somewhere as they used FP10 aplenty and I am sure on PLAYSTATION 3 they would try to use NAO32 or variants as much as possible and that would mean a reduction of occupied space by a factor of 2 (4 bytes per pixel instead of 8 bytes per pixel) in many places so I think we could work things out .
Thanks for the reply nAo .
well, you screwed up badly with your last game.Part of what some of us do for a living, is also estimating/predicting what can/cannot be done with hw (mostly relative to a given timeframe for development ), before and after we have actual hw numbers.
Shogmaster said:I'm not sure why you went through all that calculations. To see if LP is possible on PS3 VRAM wise? If they decided to do LP for PS3, wouldn't they have to worry more about other stuff (like how dependent they were on EDRAM and how the "2.5D motion blur" technique leveraged alot on vertex shader performance) and ultimately would have to change not only a chunk of the code but the overall approach on the PS3 version?
160MB for textures in the VRAM may not be even in the top 10 in the potential hurdles.
If any of what I just typed ends up sounding like jibberish nonsense, I literally just woke up about 10 minutes ago.
Moderation Unlimited said:The game would obviously not be a straight port. It would have to be reworked to take advantage of what the PS3 is good at. Per-pixel motion blur may have to be toned down a bit (not done on a per pixel basis to avoid a performance hit), but other things might benefit, including physics and collision detection.
That's not a very nice thing to say, Draikin.Altaïr said:well, you screwed up badly with your last game.
???Mmmkay said:That's not a very nice thing to say, Draikin.
He was talking about Axel Impact / DT Racer.Mefisutoferesu said:???
Do we even know what studios let alone games Faf has worked on? As far as I'm aware he's always kept those hush hush...
Altaïr said:well, you screwed up badly with your last game.
Shogmaster said:I know. That's why I was puzzled why Pana put so much effort around that 160MB figure.
Panajev2001a said:Simply because people love to assume that PLAYSTATION 3 just does not have space for textures .
Plus, there is nothing wrong with overestimating potential problems (such as keeping assets structured similarly [still, I did think about moving part of the textures budget over to XDR for RSX texturing from XDR]).
Shogmaster said:Who cares about people who can't read properly? The only real concerns about space for textures was for multiplatform ports anyways. Thank goodness LP ain't one, eh?
Textures would be the least of the concern from what I can tell from reading the article. I think there has to be a whole new way of doing the motion blur for a PS3 version since the method they use for the 360 is quite heavy on the EDRAM and vertex load. And if that's true, how big the texture size will end up in this hypothetical PS3 version is a crap shoot anyways, and using the 160MB figure for any kind of guesstimation is rather moot IMO.
Shogmaster said:I personally think UE3 will not be a big force in nextgen development in Japan. Lack of native language support + slow pace of UE3 tailoring for PS3 + advancing of time + growing familiarity with multithreaded coding = alot more in house engines like this one from Capcom over spending $1mil minimum just for the UE3 license.