• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Sony boardroom struggle and the dual-Cell PS3?

Lazy8s said:
The Dreamcast versions of multiplatform games, including Dead or Alive 2, were higher definition (640x480 front and back buffers with no upscaling) and had native proscan/non-interlaced output, often among other advantages.

That really didn't last long at all, ever since the eDRAM was used properly as render pad and texture cache. Really, only the 1st year PS3 games had that problem.
 
Shogmaster said:
If I throw up because of blurry shitty textures, then it's affecting gameplay! :P

:lol

Funny enough, Apparently Namco went through alot of trouble to mask the difference according to the B3D discussion. Basically Namco makes the 360 version downscale the 1360x960 output to 1280x720 in software before output. Not making this up.

That's odd, but 1360x960 isn't a standard display res is it? Maybe for some reason they like their downscaling solution better than the AVIVO filters? I can't imagine they are trying to hide something for political reasons. If that were the case, I would suspect it would just be easier to render the game at 720p natively.
 
Shogmaster said:
That really didn't last long at all, ever since the eDRAM was used properly as render pad and texture cache. Really, only the 1st year PS3 games had that problem.


I was just going to post this :)



That said, Lazy8 was correct on the output end of things ... the vast majority of PS2 titles rendered progressively, but didn't always allow for its output.
 
Onix said:
That's odd, but 1360x960 isn't a standard display res is it? Maybe for some reason they like their downscaling solution better than the AVIVO filters? I can't imagine they are trying to hide something for political reasons. If that were the case, I would suspect it would just be easier to render the game at 720p natively.

Who the hell knows why. I don't even know why they bothered with 1360x960 in the first place. The whole thing makes me scratch my head.
 
Shogmaster said:
Who the hell knows why. I don't even know why they bothered with 1360x960 in the first place. The whole thing makes me scratch my head.

My conspiracy theory: They slowed the 360 framerate down so that it wouldn't make the PS3 look poor in comparison.

Regardless of the reason their solution sucks ass. The downscaling obscures highlights and shadows, reducing the color palette range and contrast. They could've easily rendered 720p and added MSAA.

Japanese developers are just crazy.
 
A great many PS2 titles to this day, including and especially the high-profile games, don't render fully to 640x480 in order to discretely save display RAM and instead rely on some upscaling along the way.

Very few of them, though, rely on field rendering, so many of the PS2 games would probably support proscan if the system could perform simultaenous non-interlaced/interlaced output like Dreamcast.
 
Fafalada said:
4) I don't know about anyone being forced to do anything, but NVidia deal was not the first plan.
...

Sony actually chickened out with PS3 on that end, it could have been a lot different, for better or worse.

...

PS3 has that stupid limitation on CPU reads from GDDR, but that has nothing to do with Ram segmentation (the interface between two sides has loads of bandwith).

Hi!

Please expand on all of that. Don't break NDA's, but feel free to give them a few bumps. :D
 
TTP said:
IMG_1959.jpg


Is it me, or the dude leaning behind the PS3 is having sex with the system while the other one behind him is masturbating waiting for his turn?
Hmmm...

2hx3bpg.gif


It is you... :D
 
Quasar said:
What was the first plan then?
Depending of what you call "the first plan":
The Phase 3 workstation, scheduled to appear around 2005-2006, will have the Emotion Engine 3 and Graphic Synthesizer 3, which will have drastically changed architectures. As a result, the workstation will have 1,000 times performance of the development tool workstation, and will handle 4,000 x 2,000-pixel pictures at 24-to-120p. At this stage, Playstation3 will be taking a shape, Sony said.
http://www.eetimes.com/story/OEG19991006S0040 10/06/1999
 
As I've said multiple times here...I look forward to a proper postmortem on the PS3. It seems like a lot went down behind the scenes.

I do recall reading an early (circa 2004) article/rumor regarding the PS3 design and that it was going to be a kind of souped-up PS2 (Cell+Graphic Synthesizer). That same article referred to multi-Cell environment that would be able to divide tasks to chips on the fly if the hardware was in need of it.

My theory is that contrary to IBM's suggestions, KK insisted on his design (Cell) and it cost Sony a ton of cash. Late in development, they discovered that graphically they were going to be fall short of what MS was doing. This forced Sony to go to Nvidia for a GPU solution and more money spent. This is why he "left" Sony.

Thats my theory...I'd be curious to know how close/far I am from the mark.
 
Shogmaster said:
I gotta call BS on that Faffy. I don't remember any multiplatform game between DC and PS2 where DC had better results. Not even in the 1st year of PS2 dev where things were fucking messy as hell with devs trying to get grips on EE's VUs. PS2 dominated the scorecard, not DC.
MDK2 was superior on Deamcast with far better textures. So too was DOA2 - only that the DC version had less light sourcing but had overall better image quality.


...
 
nightez said:
So too was DOA2 - only that the DC version had less light sourcing but had overall better image quality.
The only thing the DC version had better was a shaper IQ. It had worst textures, it was missing effects like the Blur effect of the explosions, the final boss effects, etc...
 
Quasar said:
What was the first plan then?
Toshiba was doing RS GPU for PS3, but for some reason (early X360 launch? Toshiba fuck up? RSX being better in its current form? who knows) they've decided to go with RSX from NVIDIA which is basically just a small tweak of G71 PC GPU.
 
Top Bottom