Every single game on XB360 uses the eDRAM. You can't render without it.
I understand that is where the ROPS are... but not exactly what I was talking about (nearly free AA, HDR using tiling).
Every single game on XB360 uses the eDRAM. You can't render without it.
Not at all... just saying that console's are cheap and have a long life cycle. They sometimes need to incorporate more complex architectures to keep competitive later in the life cycle.
It's not complexity that you want, it's flexibility. IMO that's what the problem was with the DC and (to an extent the GCN). They exhibited the same characteristics that DX7 and earlier PC game development did, and that is you were basically molding your design around a bunch of fixed function principles ordained by the IHV (and/or ISV; API constraints. Although this is less of a problem on consoles). Visually, that lead to rather cookie cutter'ish looking games, vs. the more (IMO) creative implementations of the software renderer days. Also, you'd find yourself penalized rather significantly performance wise when you wandered off the optimal path of the hardware. So while they offered easy approachability and granted significant access to the upper echelons of their performance envelope, they also (in various degrees) created several boundaries to creative solutions to work around their limitations.
Where the PS2 has somewhat evaded this, thus extending is life span is that it's design has encouraged a fairly significant amount of creative solutions to what would be deemed at first glance as a significant feature (or lack thereof) roadblock. People looked at the EE and immediately commented how complex and difficult it looked (to be fair, the early devkit programming examples IMO led to some misconceptions on what you could and couldn't do). In reality it's not a terribly complex chip. It's really just a large pile of ALUs, registers and local stores, that places a lot of onus on the programmer to creatively leverage.
The GS has been an even more misunderstood part than the EE. At first sight the most common impression would be that of "ZOMG!!! It's just a a goddamn overclocked Voodoo w/almost no video memory!!!" But really leveraging the GS meant unlearning a lot of preconceived notions on what a GPU is and how best to get performance from it (i.e. *many* practices you learn to avoid doing for performance reasons on most GPUs the has GS gleefully encouraged). Instead of looking at it as a GPU (e.g. an overclocked Voodoo), you'd be better off thinking of is as a simple old 8-bit accumulator CPU (e.g. an overclocked 6502). The frame buffer starts looking more like a massive array of 8-bit registers, and that primitive handful of hardwired features starts looking more like an instruction set (e.g. alpha blending is just your adder and multiplier. Disabling color clamp and you've got shifts and primitive conditionals.). In the simplest terms, it becomes "what can I compute in 16.7ms before the setup engine runs out of poop?"
Bleh, I think just rambled a bit unto pointlessness...
On the other hand the DreamCast was one of the worst product to show a difference between first and last gen products (Soul Caliber always looked best to me and was a launch title)... same goes for XBOX1.
When it comes to current gen hardware it seems that both the PS3 and XBOX360 have been designed with significant headroom.
I would say quite to the contrary.. the Wii will get pushed the least because it offers the least amount of headroom.
You will most likely see the Wii pushed the most hardware wise this gen. Some 360 developers aren't even bothering to make games that use more than one core.
The Wii will probably get pushed the most ( especially if it keeps selling like it is) mainly because it's single core.
Well, Shenmue on the DC looks better than most, if not all PS2 games.
Uh... The Dreamcast got killed of after a year more or less. If it would have the same lifecycle and support as the PS2, you would probably end up with something simular.
2 years between December 98 and January 00.
You can even count 3 years until the release of Shenmue2.
I really don't understand why so many are hating on the Xbox1 to be fair..
Are you saying there were no significant differences between games like The orignal splinter cell, Halo and PGR, to games like Chronicles of Riddick, Halo 2, Splinter Cell: Chaos theory, Ninja Gaiden and so many amazing looknig titles that properly push the hardware until it was bursting at the seams (literally in the context of Halo2's texture streaming issues..)..?
I agree that the hardware was still pretty "conventional" and so possibly could have been a reason as to why it was so easy to leverage.. But it did recieve alot of leverage over the course of its life (possibly more in the visual side than anywhere else though..)
Compare Conker L&R to Xbox launch games. NO COMPARISON!!!1one eitherPersonaly I did not see that much of a gap between first and last gen titles on the XBOX. Even the difference between Halo1 and Halo2 did not seem like that great of a leap at all. If you compare that to the PS3 nicest looking lauch title SSX when compared to God of War 2 - NO COMPARISON!!!
Hmm, I remember an interview with Gengi 2 developer. He saed that they didnt use SPE-s, cos the game was in fact just a ps2 port with upgraded graphic. [but the grafics are awesome IMO, in some cases really jaw dropping]
Ill try to dig up that interview...
He probably means he expects massive improvements in future PS3 titles.How is that related to the thread topic?
He probably means he expects massive improvements in future PS3 titles.
Seriously, this is a nobrainer. Ps2 1st gen titles didn't just look "humble", they looked horrible! Half res graphics that looked worse than the "lowly" Dreamcast launch titles. It would be like ps3 games looking like Wii games.
...For MASSIVE damage too no doubt.
/offtopic