macabre said:Those Ageia guys seem pretty confused. If they just make their code run on the hardware without optimisations for each platform I don`t expect great performance on both XB AND PS3.
pso said:I think Titanio already sent an e-mail to Andy Keane addressing those issues.
We do have engineering code that tests operation of the software, but these are not benchmarks.
No-one's saying the XB360 can't run the algorithms, only suggesting that it can't handle them well enough to include them in most game situations.1. ExtremeTech reported what they heard and saw. If an AGEIA person stated that the Xbox360 has technical limitations that prevent the Xbox360 from running algorithms in our SDK, then that statement was not correct.
2. We did infer in a slide that the PS3 has more resources that could be dedicated to physics. This was an error since this statement needs real data as backup.
Any conclusion on relative performance was built from specifications released publicly by the console vendors. As I stated earlier, the performance of physics in a game is dependent on so many factors and resources.
Shifty Geezer said:means they do have FPS results for simulations that they have run. I wonder if they'd be willing to share this information and prove once and for all that XB360 runs the simulations as well as PS3? Another couple of points that are inconclusive...
Shifty Geezer said:The specifications include architectural designs. Did this offending slide just look at public FLOP figures and say PS3 has twice as many, or do the guys at Aegia understand that peak FLOPS is a pretty meaningless figure and instead looked at the architectures of the processors and see the Cell design is more accomodating of their engine?
They've provide info that on a single Intel CPU they get, with a simulation, 4-6 fps, and on a dual-CPU + PPU they achieve 40 fps. They will have have simulations that they use as test cases, the demos for example, just to see their product actually runs. Let's say the soap demo with the car. They would have run that demo on single core CPU, PPU, XB360 and PS3, and seen for themselves whether it's a smooth frame rate or not, and seen the little counter in the corner measuring FPS that's oft included to see how it''s performing. It may not be an official test, but you can be sure the developers of the physics engine on XB360 and Cell would have tried different demos out just to see their engine working. Okay, I have no conclusive proof and I accept as such. But it's beyond my comprehension that thse guys will write a library of functions and algorithms and NOT use example code to test them, NOR use a uniform example program across all platforms to test portability, and fail to have figures for basic performance metrics across platforms.Jawed said:What on earth makes you think they have FPS results for the SDK on different platforms?
Shifty Geezer said:They've provide info that on a single Intel CPU they get, with a simulation, 4-6 fps, and on a dual-CPU + PPU they achieve 40 fps. They will have have simulations that they use as test cases, the demos for example, just to see their product actually runs. Let's say the soap demo with the car. They would have run that demo on single core CPU, PPU, XB360 and PS3, and seen for themselves whether it's a smooth frame rate or not, and seen the little counter in the corner measuring FPS that's oft included to see how it''s performing. It may not be an official test, but you can be sure the developers of the physics engine on XB360 and Cell would have tried different demos out just to see their engine working. Okay, I have no conclusive proof and I accept as such. But it's beyond my comprehension that thse guys will write a library of functions and algorithms and NOT use example code to test them, NOR use a uniform example program across all platforms to test portability, and fail to have figures for basic performance metrics across platforms.