Hint: Digital Foundry is not a developer.
I think we all understand that, but the quotes in the article are from developers.
Hint: Digital Foundry is not a developer.
I am sure someone posted link to developers saying how they squeezed more from 360 by coding to metal. I'll see if I can find the link(s). Though would sound really strange if devs could not bypass the DX9 esque 360 API and then have devs say how you can get closer to HW/metal with consoles than PC. Ehh?
In an age of deferred renderers, you're going to need a whole lot more for all the MRTs if you want to "solve" the tiling issue.
How many games do use real Deferred Rendering on consoles? Two (KZ2 and Trials HD)? Three?
I would not be surpirsed if the response if instead plenty (Insomniac use deferred renderers, Remedy for Alan wake, Crytek, Rockstar, etc.).How many games do use real Deferred Rendering on consoles? Two (KZ2 and Trials HD)? Three?
A lot more than you think! but seriously, the point is that moving forwards, MRT usage is going to increase.
I wouldn't know, but IIRC this article already got debated on B3D back when it was first posted. Irony is that early in this generation, PS3 was the most restricted console in terms of HW access (though they mostly caught up since).kagemaru said:then where do reports such as this come from?
Only those that belong to same MRT pass.Arnold Beckenbauer said:Is there a limitation, that all RTs have to have the same size?
I wouldn't know, but IIRC this article already got debated on B3D back when it was first posted. Irony is that early in this generation, PS3 was the most restricted console in terms of HW access (though they mostly caught up since).
Only those that belong to same MRT pass.
...
Only those that belong to same MRT pass.
Hint: Digital Foundry is not a developer.
But if you are a developer you will be acquainted with TCR 12 which states that you can only address elements of the 360 hardware through Microsoft APIs, as you can see from looking at slide 53 of this presentation.
I would not be surpirsed if the response if instead plenty (Insomniac use deferred renderers, Remedy for Alan wake, Crytek, Rockstar, etc.).
But back to the topic it's sad that we'll never find what improvements an unified chip may have offer vs the old one may have bring on the table as far as perfs are concerned it could have been interesting looking forward (We're left waiting for Ontario release ).
Not sure about Insomniac and Remedy, but Crytek and Rockstar use Deferred Lighting (aka Light Pre-Pass), which is maybe what the poster before you referred to as "not real Deferred Shading".
Can anyone explain why was the "front bus emulation" needed? What exactly would break? I doubt anyone is making their games depend on such low-level timing, but who knows?
How much does it hurt how the games look though, not being able to "code to the metal"? Any ideas? Though I'm sure it's OT now. And Faf even said something about PS3 being even worse in this regard?
And why does Sony not have a similar rule if it supposedly has these slam dunk advantages?