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#1 |
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Naughty Boy!
Join Date: Feb 2008
Posts: 52
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Can it be possible? The most powerful iPhone 3GS (released around 4 years AFTER the PSP) still has worse 3D graphic capabilities than the PSP. How is this possible? Or am I mistaken?
Here are some iPhone secrets: http://www.edepot.com/iphone.html Trying to get it accurate, so constructive criticism (not flames) appreciated. |
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#2 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,037
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Define "worse" please... The PowerVR design in the 3GS is vastly more powerful from a capabilities standpoint (it supports pixel shading, antialiasing, overdraw elimination in hardware and so on). It should also be considerably more powerful from a purely technical point of view.
Then you got to remember the 3GS is not primarily a gaming machine. Many games will be poorly optimized, and aimed at customers that do not care that the framerate is jerky. The iPhone CPU also has to run other tasks than a game, stuff that's way higher priority. There's no proper gaming input mecanism with tactile feedback on the iPhone, so controls will be fiddlier and sloppier, further pushing the purist gamer away in favor of the more casual. So I don't think a technical comparison between the two devices can be made like that without taking a full look at the big picture. The PSP is a games machine and the iPhone is not. Therefore, games will look better on the PSP, even though in comparison its hardware is rather dated. People did amazing things with crappy hardware, such as FLI on the ol' C64 breadbox, and even though nobody will ever push the PSP to such an extent, it's still a far more focused, dedicated gaming device. |
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#3 |
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Senior Member
Join Date: Mar 2005
Location: Oregon
Posts: 1,733
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I think it's mostly a production quality problem. No one is investing the time or money to create $40, PSP scale games for the iPhone. So the art quality isn't there and the engine optimization isn't there.
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#4 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,910
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Also, in the end power use remains an important bottleneck for all portable electronic devices. There's no denying though I think that the PSP holds its own very well for a device that I bought in (late) 2004. |
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#5 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#6 | |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,037
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Besides, the PowerVR GPU is far less needy of high bandwidth thanks to its hidden surface removal tech, than a straight-up brute-force rasterizer like in the PSP. |
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#7 | |
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Senior Member
Join Date: Oct 2004
Location: The Netherlands
Posts: 2,231
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I cut an elderly woman off and she spun out and crashed... but its alright... cause I've got a Jaaaaag |
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#8 | ||
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,910
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#9 | |||
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,769
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Would you surprised if you could make eventually calls also from Sony's next generation handheld and would it be held back also in performance despite having the same graphics technology under the hood as the iPhone? Quote:
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#10 |
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Senior Member
Join Date: Oct 2004
Location: The Netherlands
Posts: 2,231
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Better hardware or not is irrelevant as people who buy a iPhone by a iPhone because they want a phone (with internet etc), not because they want a handheld gaming system so why should anyone bother spending time and money making a really good looking game when 99,999% of the people who own a iPhone wont care? Its the opposite for the psp. People buy that because they want to play games on it so they expect the hardware to be put to good use.
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I cut an elderly woman off and she spun out and crashed... but its alright... cause I've got a Jaaaaag |
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#11 | ||
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,037
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Anyway, iPhone has a 600MHz CPU that's generations more recent than what's in the PSP, along with advanced floating-point vector extensions and other modern stuff. It's just way faster really. Like I said, the only real reason the PSP's games look better than the crap available for the iPhone is the target audience. Nobody's actually even TRYING to do high-end stuff on the iPhone; there's no market for it, you would just lose money. Other than when it comes to interaction with the device itself (buttons, joystick etc), iPhone has the clear advantage from a hardware point of view. A touchscreen simply can't beat a proper D-pad, shoulder triggers and front face buttons other than for certain casual gesture-based games. A proper PSP 2 (instead of that half-baked PSP Go) with proper buttons and iPhone-like hardware innards would just blow the old PSP out of the water. It wouldn't budge the iPhone crowd though, since they want an iPhone, not a games machine. |
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#12 | ||||
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,910
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You can call it vector maths co-processor, but afaik they are the exact same chips (what was it, MIPS 4k?). I don't know if it was or wasn't opened up, but it's open now anyway. They also are allowed to run at up to 333Mhz now, instead of 222Mhz at launch. So two of these processors at 333Mhz, may be more capable than you'd think. Quote:
Combine that with the PSP's 3D graphics probably being more than powerful enough for the small screen, and you get the near PS2 quality graphics that we see today in many cases. Quote:
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#13 | |
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Senior Member
Join Date: Mar 2006
Posts: 1,698
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MBX-lite is pretty limited GPU core, but the SGX is a full featured OpenGL ES 2.0. Other than reading from your render target from within a shader (which is not supported by OpenGL), it should beat the PSP at everything. There's no doubt in my mind that this is really a matter of SW guys not trying very hard. (And who could blame them? App prices are too low and they still need to support older iPhones anyway...) |
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#14 | |
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Senior Member
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AFAIK, developing on iPhone is more like developing on a PC than a console.
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"Any idea worth a damn is already patented... twice" -Mfa |
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#15 | ||
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Senior Member
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Also, the point of the Media Engine (same R4000i core as Allegrex minus the VFPU, but including a standard FPU + AVC decoder + VME configurable sound DSP) is to offload OS tasks and other I/O+media tasks to it and let your game code run as quickly as possible. What the Media Engine on PSP (with its 2 MB of dedicated e-DRAM) and the reserved SPU on PS3 help you to obtain is more deterministic performance for your game applications. iPhone is not thought as a real game platform, but more as a portable multi-purpose device and efficiency suffers. Quote:
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"Any idea worth a damn is already patented... twice" -Mfa |
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#16 |
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Naughty Boy!
Join Date: Feb 2008
Posts: 52
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Here is the manufacturer's specs (theoretical, and not real world)...
PowerVR SGX 535 (iPhone 3GS): 28 M triangles/s, 400 M pixels/s Sony PSP: 33 M triangles/s, 664 M pixels/s Here is the "real world" benchmark... http://www.glbenchmark.com/phonedeta...group=lowlevel The iPhone 3GS can only do 6.538 million triangles per second under OpenGL 1.1 (2.0 should be similar) using the most basic flat shaded color. http://www.glbenchmark.com/phonedeta...group=lowlevel The iPhone 3G can only do 670 thousand triangles per second under OpenGL 1.1 (2.0 should be similar) using the most basic flat shaded color. So the iPhone 3GS can do 10 times more triangles than iPhone 3G. The PSP can do 33 million theoretical triangles per second (again the most basic flat shaded color). I could not find real world figures, but I think some mentioned 60% of that is realistic. So the PSP can do almost 3 times more triangles (in the real world) than the iPhone 3GS. I think the GPU is stuck at 150Mhz on the iPhone 3G or 3Gs which is why the figures are so low. Some old PSP facts (needs updating with great info above) http://www.edepot.com/reviews_sony_psp.html |
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#17 |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,769
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If theoretical triangle rates and/or GFLOPs would be an accurate measurement to define a GPUs performance it would be a lot easier to evaluate any of them based on raw paper specs.
The GL benchmark you've searched for has some inevitable restrictions (vsync, CPU bound etc.) that doesn't allow the 3GS to stretch its legs. As long as you don't have any comparable results from a PSP in that particular benchmark any assumption that supposed real time throughput is by that and that much higher or lower is completely useless. And who cares anyway? A handheld is a handheld and iPhone3G and 3GS are smartphones in essence, else two completely different animals. If SONY isn't able to evaluate a chips capability accurately, they'd be quite dumb to have licensed SGX IP for their next generation handheld and yes you can quote me on that one whenever it gets announced in the less foreseeable future.
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#18 |
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Junior Member
Join Date: May 2004
Posts: 92
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I would say developing on the iPhone is halfway between developing on the PC and a console. It's a semi-fixed spec, there isn't an endless variation of RAM, CPU speeds and capabilites. But it's not completely fixed - there are a couple of variations.
As to the SDKs and low level access, the situation is complicated. The current public APIs expose a lot more than say something like the Palm Pre (hacking aside), and the private APIs are very well documented and explored by the unofficial programming community. I am not sure how much App Store apps can get away with in terms of using the private APIs (writing and compiling the code is not a problem) if the end result is not blatantly going outside what the API allows in terms of communications, etc. Since this is compiled code, I don't know how closely Apple scrutinizes the end results. I've seen stories about some App Store app submissions that implemented features not possible with the public APIs, so I think clearly this must be a common practice at this time. And game developers are usually not shy about pushing boundaries. Accessing very low level instruction sets and bypassing OpenGL etc. are probably still not common in games, I would think. Overall, I think if a talented development house spent the kind of budget that devs have on say God of War: Chains of Olympus or MGS: Peace Walker on a dedicated 3GS game, you could probably eclipse what the PSP is capable of. |
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#19 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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The PSP's GPU was more than 500% the size of the original iPhone's at the same process node, so belonging to a completely different class of device is just another point of incomparability along with differing levels of abstraction of the hardware, focus of the drivers, and overhead from the OS.
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#20 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,162
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I remember seeing the iPhone and thought it had very bad texture filtering, but I'm spoiled by the PC.
This is unrelated to software libraries, abstraction and all. But it is probably one way they save trannies. I've played a bit of original Playstation and was quite shocked. The GPU has almost no feature whatsoever |
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#21 | |
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Senior Member
Join Date: Feb 2004
Posts: 2,448
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#22 |
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#23 | |
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Senior Member
Join Date: Feb 2004
Posts: 2,448
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Two year difference is huge in the PC world, after all... Of course it's going to be much better. |
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#24 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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Biggest irritation of iPhone 3D is that it doesn't support stencil buffer.
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#25 | |
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Junior Member
Join Date: May 2004
Posts: 92
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Quote:
Unless Microsoft decides to enter the portable gaming race (which I see no signs of), I can't see anything other than the iPhone threatening the PSP as the portable gaming device with the best graphics, and iPhone games will mostly cater to people buying < $10 games, and remain fully compatible with pre-3GS iPhones, essentially guaranteeing that they will have lower production values than AAA PSP games. |
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