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  1. Advantages of 360 & PS3 Graphics
  2. How accurate are analog sticks?
  3. The Future of the Playstation
  4. The benefits of streaming
  5. Valve: HL2 Orange uses 94% of 360's power, PS3's boundary unknown
  6. Question regarding the cell's PPU
  7. Heavenly Sword fills a BD-25 disk?
  8. Umm, why not physics on console GPU's?
  9. Question for developers... PS3 and framerate
  10. Would it not have made better sense for PSP to be PS2 90nm chips?
  11. "Yes, but how many polygons?" An artist blog entry with interesting numbers
  12. Local Store: Possible with a "traditional" cache CPU?
  13. So why isn't Xenos 65nm yet?
  14. Using the SPU's to do AA
  15. Using the SPU's to do visibility culling
  16. Is Killzone 2 at 720p the best PS3 can handle?
  17. Alan Heirich's paper on PS3 Deferred Shading (Cell pixel shading)
  18. PS3 Linux Game - SPEs as unified shader GPU?
  19. How powerful is the "Gamebryo" Engine?
  20. Develop interview with XNA boss Chris Satchell
  21. Gamebryo 2 Engine now available for the Wii
  22. Location of Beyond 3D article on the RSX?
  23. HDR - The Halo Way * Spin-Off
  24. Scaleform Releases Scaleform GFx UI Solution for Wii
  25. CEDEC 2007: Capcom on Lost Planet Part I
  26. Cell vs G80 (including bench for PS3)
  27. Insomniac Games explores 'SPU Shaders'
  28. Why only camera-based motion blur?
  29. PS3 and Unreal Engine 3.0 ?
  30. PS3 & 360 diagrams?
  31. Best route towards the creation of a low-cost/low-power console?
  32. What game uses the three cores of Xbox360?
  33. Why do Sony not support vga output from PS3?
  34. Recording Requirements
  35. Emulators running on Xbox360/PS3 status?*
  36. Tiling on the Xbox 360: Status and Should Future Consoles Use eDRAM?
  37. 360's tricore vs Core 2 Duo
  38. Is the 40GB PS3 model using 65nm?
  39. Gamefest slides & audio
  40. Questions to devs that have a released/completed PS3 game
  41. Measuring framerate on shipped titles
  42. Is the Xbox360 more powerful than a Power Mac?
  43. What are contact shadows and dynamic radiosity?
  44. Play Windows games on linux and thus PS3
  45. PS3 misconceptions and spin
  46. What do we know about the RSX
  47. Wonderful new Insomniac games tech page
  48. RSX and DX10
  49. Shadow techniques in the new generation
  50. How can we compare the Xenos to other unified shader PC GPUs?
  51. A look at the 40GB PS3 Motherboard
  52. The LAST GEN console capabilities thread.
  53. PS3 PS2 emulation
  54. Shadows in PS3 games looking really bad
  55. So if Far Cry on Wii was given a second chance........
  56. DARPA, PS3 and Road Vehicles.
  57. Xenos tessellation unit - what have we learned?
  58. Fog and AA on RSX
  59. Console Benchmarking project
  60. Sony Reshuffling Cell R&D
  61. Any news about PS3 SDK 2.00?
  62. Audio Processing on the PS3 and Xbox 360
  63. Video of New Research Conducted with PlayStation Eye
  64. About RSX ? is it really powerless?
  65. PS3 EE+GS powered vs PS3 software emulator powered one
  66. Black & White vs Color + ED vs HD - Bandwidth, Memory
  67. Progress on the PS3 Linux RSX front..
  68. XBLA - Undertow specs
  69. Project Offset engine gains real time ambient occlusion
  70. Quiet 360s?
  71. Unreal 3 engine Wii.
  72. In regards to the FEAR games on the consoles
  73. PS3 Linux iSCSI/HD Storage Engine update
  74. X360 August 2007 SDK update
  75. how bad a limitation was the 4k texture cache in N64 ?
  76. PS3's Cell implementation is gimped?
  77. Next-gen tech? Rambus targets 1TB/s memory for 2010
  78. Did Metal Gear Solid really push the PS1 to it limit?
  79. nVIDIA RSX - Native RGB color space output?
  80. Were shaders just too system intensive for the PS2 to be used often?
  81. Native PS3 Game Resolutions Master List?
  82. Lets talk about possible unconventional methods....
  83. So which licensee do you think is porting UE3 to Wii ?
  84. PS3 and Toshiba's Super Companion Chip..
  85. Rare licenses PathEngine
  86. Illuminate Labs adds its lighting baking solutions to UE3
  87. Question about shimmering, jittering, combing with some ps3 games.....
  88. Head Tracking for Desktop VR Displays using the WiiRemote & PS Eye *
  89. Regarding Insomniac's PS3 engine...
  90. The medical benefits of Wii
  91. Native Wii Resolution?
  92. List of Rendering Resolutions + basics on hardware scaling, MSAA, framebuffers
  93. Will Metal Gear 4 really run at 1080p 60fps
  94. TI/DLP Dual View Gaming Tech
  95. Console technical problem questions and comments
  96. The PS3`s Blu-Ray reader in detail
  97. Criterion Podcast on 360/PS3 development
  98. Subdivision surfaces for characters, what's the hurdle?
  99. Must a Xbox360 game work without a hdd?
  100. Emergent's Dan Amerson Opens The Floodgates
  101. Sony advertise for software engineer for BC
  102. Surgeons trained on the Wii
  103. Ceramic White 40gb PS3 (HK Version)
  104. Next gen HW - what stage in development would it be in now?
  105. Anon MS guy talks about 360 hardware failures
  106. How does copy protection for optical media work?
  107. Larrabee, console tech edition; analysis and competing architectures
  108. PS3/360 component out test pattern
  109. Questions about the Broadway CPU
  110. Naughty Dog & Epic Interviews about PS3 development & SPEs ...
  111. Power draw of 90nm RSX?
  112. Resistance FOM GDC Presentation
  113. X360 GPU emulate 30bit color with 24bit output + dithering?
  114. XeCPU performance metrics?
  115. Information about Xenon cpu and comparisons
  116. VR Head Tracking For The PS3
  117. Sony will have 45nm prototype this year!
  118. Could Wii developers use the 24 MB of "internal" T1-SRAM........
  119. Console crackpots -- what's your favorite?
  120. *rename* Real-time Lighting Solutions (Enlighten, Lightmass, LPVs etc)
  121. How many people here actually develope for the Wii?
  122. Nvidia Ageia acquisition - console edition
  123. RSX Secrets
  124. So, has anyone put together something with XNA?
  125. One of Xenos's cores vs Broadway
  126. What does it take to make more interactive environments on the xbox 360
  127. PS3 hacked: Any confirmation
  128. Killzone 2 Dev PDF
  129. Factor 5 on their Wii engine.
  130. MS to combine CPU and GPU at 65nm?
  131. What about Vegas [Wii]?
  132. PhyreEngine - New Hotness Sponsored by Sony? (moved)
  133. Intel Acquires Offset Software
  134. Insomniac launches "Nocturnal" - initiative for sharing game development libraries
  135. Is Hollywood capable of GPGPU?
  136. GDC 08: Tech of Uncharted
  137. Some presentations from GDC08
  138. ISSCC08: 45 nm Cell is 115mm˛consumes less than 20 watts
  139. Wait, is Phong Shading possible on the Gamecube?
  140. PS3 security secrets
  141. GlovePIE, Sixaxis and Others
  142. PlayStation 3: Audio & Video Discussion
  143. Tim Sweeney interview with state of multicore programming on consoles+engine stuff
  144. D.I.C.E. 2008: In-house Development vs Licensing of engine technology
  145. Detailed information on Sega Virtua Processor (SVP); The MD/Gen DSP used for V-R
  146. It is PS3 able to read 4 layer BD ?
  147. Embedded DRAM makes inroads into SoC devices: A look into PS2 & X360 eDRAM
  148. Is the X86 architecture a good option for Next-Gen handhelds? (Microsoft Xboy?)
  149. So...um...where is our CryEngine 2.0 running on PS3 and 360 demo?
  150. I found something strange (Sony related)
  151. Sixaxis Headtracking
  152. Gamasutra dev article on Super Mario Galaxy's physics/gravity system
  153. Technical question regarding scaling in PS3 games.
  154. 8 ROPs on the RSX. Bad engineering decision?
  155. G70. A design for console or pc?
  156. The Technology of GTA IV/RDR *Rage Engine*
  157. Console that fared best vs PC's available at launch
  158. Is the Hollywood GPU software clocked like the CPU?
  159. Will 1080P become the standard next generation?
  160. Emotion Engine vs. XCPU vs. Gekko
  161. Hardware forced AA?
  162. SCEA announce DTS-HD Master and DTS HD HR support via PS3 Firmware 2.30
  163. SCEE creating an iXMF open source Audio Format
  164. Spacial stereo processing
  165. High Voltage Software's Quantum3 Engine for Wii
  166. RSX vs Xenos
  167. Mike Acton: "Engine development is an artistic process"
  168. The Graphics Technology of Two Worlds
  169. Can Xbox 360 get back the missing GB from it's DVD?
  170. *renamed* Lighting and shadows in games
  171. *Game Tech*
  172. *Sub-Thread* Dithering in GTA4
  173. State of procedural enviroment creation
  174. 3rd-gen Heatsink for PS3 Unveiled
  175. Question about the performance of Wii
  176. DevStation™08
  177. Exception handling and console lock ups
  178. Frame Rate Analysis Thread (Simple Rules Post #2)
  179. New xbox 360 GPU
  180. RSX evolution
  181. Xenos/C1 and Deferred Rendering (G-Buffer)
  182. Alternative distribution to optical disks : SSD, cards, and download*
  183. Why overscan on PSOne and PS2 games on PS3 via HDMI?
  184. COD4 engine running on Wii for COD5?
  185. EETimes reports on reasons behind high initial 360 failure rate
  186. 360-to-PS3 Ports: Why the Lowered Texture Resolution?
  187. PSGL Advantages
  188. Upgrading the Wii storage
  189. could mgs4 be done graphic wise on 360
  190. xbox 360s MEMEXPORT and tesselator how useful are they
  191. PSP 2 with multi-touch and motion sensing ? (just published Phil Harrison patents!)
  192. Does the Xenos benefit from general ATI optimizations?
  193. New xbox 360 update details
  194. Wii's performance compared to Gamecube
  195. Why weren't pre-baked shadows used more last gen?
  196. Game Engines: Too specialized for one game?
  197. Limiting factors in crowd rendering
  198. Xbox 360 VGA Support Update... Any real fixes?
  199. Gamefest 2008 console edition
  200. Practical Fluid Dynamics
  201. Why does Xbox360 list under DirectX9.0c?
  202. Is the Wii capable of extensive AA?
  203. A new High Voltage wannabe. Athena Engine for the Wii.
  204. Current Gen Power draw and Operating temperature
  205. What is Super Mario Galaxy using to create this effect?
  206. GTA IV team creates Virtual Human
  207. HDR on the Wii.
  208. Goldeneye Tech
  209. 512 Mb (not MB*) xdr for ps3?
  210. PIICRON goes up against Sony, Nintedno & Microsoft
  211. Question about anti-aliasing across consoles: N64 to now.
  212. Intel pushing Larrebee console deal with Microsoft
  213. PS3 hardware scaler
  214. CEDEC 08 Going ons...
  215. MGS4 3D engine post mortem [translation needed]
  216. XDRDRAM in Playstation 3 video interview.
  217. *Spin-off* Coding Education & Practise
  218. 45nm Cell in 2009
  219. PS2 vs. GC
  220. Saturn vs. PS1
  221. Which API is used in the PS3
  222. Resi 4 Wii Edition
  223. PS4 to be based on Cell?
  224. Question about Wii's GPU
  225. Can a firmware update make Wii a graphically competitive platform?
  226. Next-Gen Wii HD Due by 2011
  227. Memory & Texture Mapping (types/formats/techniques/res) *Spin-off*
  228. Can someone explain this?
  229. SEGA Dreamcast reality based capabilities.
  230. Elbot - Turing Score of 25%
  231. Wii CPU and GPU
  232. Any Concrete idea on the psp throughput
  233. Next Gen Audio Square-off, PS3 and 360. The quality of sound
  234. Is it possible to program for the Wii/GC without ever using the TEV?
  235. Broadway: Is this a great improvement?
  236. Discussion on the implementation of tessellation in the Xbox 360.
  237. An 8600gts RSX instead of a 7800 gtx
  238. FOV settings in 16:9 games
  239. The Framerate Analysis Thread part 2
  240. The Framerate Analysis Thread part 2
  241. 120hz technology in future consoles?
  242. Image Quality and Framebuffer Analysis for Available Games *Read the first post*
  243. Image Quality and Framebuffer Speculations for Unreleased Games *Read the first post*
  244. Learning about the PS3 and 360's architecture
  245. Xbox 360 HDD Installs
  246. gamecube rgba6 or rgb8
  247. The Game Technology discussion thread *Read first post before posting*
  248. Digital Foundry Article technical discussion
  249. Question about normal maps.....
  250. 360 Disc Space *spin off*