Assassin's Creed - New Interview

Just saw an Assasin's Creed commerical during the Pats-Colts game.

It was in high def and only showed the PS3 logo I believe. At the end of it, it flashed the new $399 PS3.

So kind of the reverse of the Madden commercials which only showed the X360 or XBL logo.

Sony must have agreed to finance some air time when they initially announced AC only for the PS3 at that E3.
 
The article says:



My Italian isn't good enough to give a reliable translation, but I'm thinking it says that the lighting looks a bit better on the PS3 at the cost of a bit more obvious aliasing. I'm sure an Italian on this board can do a better job at translating.

Sounds like the xbox360 has more AA or AA enabled vs PS3. AA tends to make the image slightly blurrier compared to no use of AA.

However it was possible to see a few meters away both versions, Playstation 3 and Xbox360, which offer some comparative photos. The end result, according to the developers, is essentially identical, with the impression from absolutely confirm that the console Sony has a slightly higher cleanliness at the expense of an equally marked little aliasing.
 
Blur effects and AA are different things.
AA doesn't necessarily cause blur, but blur... well I hope people here say that Blur is a proper AA method :D

Anyway, pre-ordered AC on the PS3.
I'll see for myself how it really feels and (hopefully) can calculate the native rendering res.
 
I think this originates from some italian review site, and it was "crisper and cleaner than on 360" ;)

check here (PS3 shots inside)
http://www.multiplayer.it/notizia.php?id=52222

How can have the idea that a console that has half the vram of the 360 can have "crisper" textures? it's hilarious!

The PS3 can never have better (it can have MORE different textures because of blue ray but with the compression available that scenario will likely never happen this generation) textures than the 360 simply because the textures have to be in vram to be displayed on the screen and the PS3 has half of what the 360 does. (256Mb vs 512Mb).

Let the madness stop!
 
How can have the idea that a console that has half the vram of the 360 can have "crisper" textures? it's hilarious!

The PS3 can never have better (it can have MORE different textures because of blue ray but with the compression available that scenario will likely never happen this generation) textures than the 360 simply because the textures have to be in vram to be displayed on the screen and the PS3 has half of what the 360 does. (256Mb vs 512Mb).

Let the madness stop!
RSX can texture from both GDDR as well as XDR, so in that respect they have equal capabilities. Though it is true that PS3 has slightly less usable memory because it needs to reserve memory for a framebuffer and the OS takes up more space.
 
They have the same amount of memory, 512, the PS3 has it split in two, but both can be used as "vram"
 
Isn't one of the memory areas extremely slow to read /write from?
Which makes it unusable for storing textures which you need very fast access to?

This was what I meant, the Cells read/write bandwidth to the local memory is horrible.
http://www.theinquirer.net/en/inquirer/news/2006/06/05/ps3-hardware-slow-and-broken

Omg, not that article again!

The Cell does not need to read from GDDR in this scenario! In the meantime, you might notice that the RSX can read and write from XDR at 22GB/s, as you can see in that same graph. Not exactly slow?

In reality, if you have a choice between texturing from GDDR and streaming your vertex data directly from XDR, then that's the best option I think due to more latency when texturing from XDR, also because you can then realtime modify, animate, etc. the vertex data using Cell, which seems to work rather well. But it is definitely feasible to texture from XDR, this has been confirmed a couple of times already here I think.
 
Let the madness stop!

If you stop some of the madness will be gone :)

EDIT: This is a place where you can ask questions and get real answers from people that know this stuff, by posting a link to an article that is borderline trolling you are not helping yourself and it just makes you look stupid.

Then comes the bomb from hell, the Cell local memory read bandwidth is a stunning 16MBps, note that is a capital M to connote Mega vs a capital G to connote Giga. This is a three order of magnitude oopsie, and it is an oopsie, as Sony put it "(no, this isn't a typo...)".

Could be translated to: The top speed for this car in reverse is 20mph.
 
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If you stop some of the madness will be gone :)

EDIT: This is a place where you can ask questions and get real answers from people that know this stuff, by posting a link to an article that is borderline trolling you are not helping yourself and it just makes you look stupid.



Could be translated to: The top speed for this car in reverse is 20mph.

So you resort to personal attacks, very mature.

Linking to the inq has been done here at B3D for ages...

I'm just intrested in why the PS3 has performed so badly in multiplatform games and why people still write stuff like "I've heard it has crisper textures" and other BS all the time.
 
So you resort to personal attacks, very mature.

Linking to the inq has been done here at B3D for ages...

I'm just intrested in why the PS3 has performed so badly in multiplatform games and why people still write stuff like "I've heard it has crisper textures" and other BS all the time.

Bullshit, you claim something.

How can have the idea that a console that has half the vram of the 360 can have "crisper" textures? it's hilarious!

The PS3 can never have better (it can have MORE different textures because of blue ray but with the compression available that scenario will likely never happen this generation) textures than the 360 simply because the textures have to be in vram to be displayed on the screen and the PS3 has half of what the 360 does. (256Mb vs 512Mb).

Then of all places you post a link to Inq to back it up, it makes you look stupid.
 
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