exactly! (though is not always possible/feasible... )Yes, but if you're in the console arena, wouldn't you make games that get the most utilization of your resources? I think devs would look at unused shading units as an opportunity to do more.
exactly! (though is not always possible/feasible... )Yes, but if you're in the console arena, wouldn't you make games that get the most utilization of your resources? I think devs would look at unused shading units as an opportunity to do more.
You can't hust discard the EDRAM like that in a comparison.
Because it has EDRAM Xenos doesn't need things like Framebuffer or Z Compression, and it probably has a much simpler interface to the framebuffer memory in generl, if it didn't have EDRAM it would have a much higher count in it's logic unit.
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It uses the 48 shader pipes for both pixel and vertex shading. (+16 texture filter units), this is a much more flexible design in gaming, because your rarely using enough vertex AND pixel shaders at once to bottleneck the GPU seriously...
In RSX's case it has seperate pixel and vertex pipes, so a lot of the shader power is not utilized.
Now in a closed box like PS3 if RSX is'nt being fully utilised whos fault is that?
Its nobody's fault, its just that you don't need to vector shade stuff at all times for example.
As soon as you don't use it, those pipes are just idling.
ExactAt the end of the day the more you can plop into your vertex shaders then the more CPU cycles you can free up for other/non-vertex processing tasks..
Some would prefer the hardware to bend to their will rather than the other way around. nAo is obviously not one of them.
As soon as you don't use it, those pipes are just idling.
And if there idleing its the devs fault, clever devs ALWAYS make sure every bit of the hardware is always used. If i were making a game and i had idleing vertex shaders i would find somewere to use them.
And if there idleing its the devs fault, clever devs ALWAYS make sure every bit of the hardware is always used. If i were making a game and i had idleing vertex shaders i would find somewere to use them.
And if there idleing its the devs fault, clever devs ALWAYS make sure every bit of the hardware is always used. If i were making a game and i had idleing vertex shaders i would find somewere to use them.
If you don't need you simply don't use it as I don't think ppl code shaders full of nops just for sake of having VS doing something.Just using vertex shaders for the sake of using it, is silly. There are places where you don't need it, and if you don't need it, you don't use it.
That is definitely a good way to put it.I agree that an unified approach is better (well, I had been advocating it for so many years..) but not having it is not an excuse to not try to use all the resources available, even when it seems impossible to use them.
Interesting.... From what I did read I think I received much the same impression some people did about latencies, and I can only conclude RSX is designed to mitigate the effects of latency.
If that is so, does this mean that we could see a game with PGR3 textures running on PS3 someday in the near future?
I remember reading in this very forum that UMA memory has an advantage there because of its nature, giving X360 some edge.
I don't want to get technical and all here, so to see what I mean simply click on this link:
http://www.youtube.com/watch?v=EjhhpcxrW6U
LBP, HS, Ratchet, MGS4 and GT have awesome textures and they are games that have that certain something.
GT has a great lighting system and cars models but most of the photos are close shots, while PGR3 has the cars models plus the environments (the red building towards the end of the linked video is sick).
Anyway, it's not about comparisons but a real life example and I just want to know if that's possible or not, or it's just that only Bizarre Creations could do that.
Cheers
IMO you need to keep in mind that although Bizarre Creations have done some amazing looking racing games, they have been doing it on really strong hardware for their times, Dreamcast PVR2, XBox Nv2A and now X360.
Polyphony Digital have two GTs on PS1, two more on PS2 and now the PS3 gives them so much more hardware spec than what they were able to use at the time with the Cell, RSX and Blue Ray
PD always improved their GT games on the previous hardware so now that they have all this inside the PS3 to work with and given some time for them to implement it its highly likely that GT5 and later will look amazing in the most technical of terms.
PD are expert in creating fake graphical effects (i.e. 2D trees in the distance that look like 3D trees) making simple things look complex.Also, PD's budget and timeframe is ridiculous compared to Bizarre Creations. PD has a lot of more resources which obviously plays a very big role.
PD are expert in creating fake graphical effects (i.e. 2D trees in the distance that look like 3D trees) making simple things look complex.
Great simulation isn't about making simple things look complex, but making complex things look simple and natural. That's where they fail with almost everything related to simulation (real braking distances, excessive grip, etc).
Talent and money are two different things. They sure are talented with graphics but they're very untalented when it comes to other factors.
As for the money, undoubtedly there are instances where a lack of budget gives rise to creativity that would not have been necessary had the producers been able to throw money at a problem, which can in turn result in a stronger overall game (not gaming wise, a real life example of this, that classy and historical movie -Jaws-, is the best one that I can think of).
Your statement is an example as clear a sign of hype as you'll ever find: assuming that because a game has a budget, it's devoid of creativity. The paradox, indeed, is that in making such a statement, people are tacitly admitting to an inability to recognize creativity (or a lack thereof) on their own.