So would you agree it is a cost saving bottleneck with not a single technical advantage?Makes it easier to upgrade one of them
try applying that to the ps3
So would you agree it is a cost saving bottleneck with not a single technical advantage?Makes it easier to upgrade one of them
try applying that to the ps3
There are some details that people didnt mention. The PS3 GPU could access both its VRAM as well as the system XDR RAM. It wasnt necessarilly limited to the VRAM, but of course the Cell was limited to whatever Main RAM was available. Both the PS3's GPU VRAM and the Unified memory in the 360 had the same bandwidth. On the other hand the PS3's XDR memory was slightly faster than the 360's memory. The issue was that if I recall correctly, that access to XDR by the PS3 GPU had additional latency, whereas on the 360 since the memory was unified it didnt have that issue, although I am not sure if it also had its own caveats by having both the CPU and GPU accessing the same memory.So would you agree it is a cost saving bottleneck with not a single technical advantage?
I guess if you have 2 separate memory pools that would give you increased bandwidthSo would you agree it is a cost saving bottleneck with not a single technical advantage?
A little correction. 360 - 22.4 GB/s, PS3 - 20.8 GB/s. XDR is faster, 25.6 GB/s. So 360's VRAM have 1.6 GB/s more bandwidth. And XDR have 3.2 GB/s more bandwidth. So in raw numbers PS3 have 1.6 GB/s more bandwidth. But there is more moments. 360 have one RAM pool and EDRAM.Both the PS3's GPU VRAM and the Unified memory in the 360 had the same bandwidth.
Not sure where their '24 fps' number comes from. Eyeballing that, it's clearly not 24 fps; more like half that. Quick slow-mo playback I counted 9 frames in a second from 33 seconds to 34.
A bit older of a build fromy understanding
Not sure where their '24 fps' number comes from. Eyeballing that, it's clearly not 24 fps; more like half that. Quick slow-mo playback I counted 9 frames in a second from 33 seconds to 34.
Why do you need any of that. Each frame is very distinct and easily countable. Just run it at quarter speed in YouTube and count the frames. I can only conclude that you counted too many frames (60 frames on a 30 fps video?) and should instead have counted frames with the time interval.A 120 fps video from a camera with a fast shutter speed and very high quality compression would make counting frames much easier.
There's no way. It looks akin to stop motion animation rates which is 12 fps. Using Sonicfan's direct video, at quarter speed, as the clock ticks over 27 seconds, there are 9 frames to it ticking over to 28.
So now I've just used nVidia screen grab to record the video playing in YT as I can't download it (sadly VLC doesn't work), using the 44th second as you suggest. Imported the capture into my video editing and counted 12 frames.
View attachment 11858View attachment 11859View attachment 11860View attachment 11861View attachment 11862View attachment 11863View attachment 11864View attachment 11865View attachment 11866View attachment 11867
Sadly there's no way to embed the mp4 short of uploading. I trust that isn't necessary.
Why do you need any of that. Each frame is very distinct and easily countable. Just run it at quarter speed in YouTube and count the frames. I can only conclude that you counted too many frames (60 frames on a 30 fps video?) and should instead have counted frames with the time interval.
It is so very clearly not cinematic 24 fps but more stop-motion-level 12 fps, I'm very surprised this is even disputed.
A bit older of a build fromy understanding
just play it like in 1998, on a CRT !
I agree with you that at 44s in the first video, it's 20 something fps. At the earlier parts I counted, the driving, it's never getting that high. The off-screen one has some terrible frame pacing/weirdness, resulting in two visible changes per 'frame'. However, these are completely absent from the direct-capture, so I'm guessing it's some display-capture artefacting.I'm using the video in the below post, the video that was titled as being 24 fps, the one you responded to where I then responded to you responding to it:
From what I've recorded of the PS2 version, there are many between frame changes that would need to be accounted for and ruled out before arriving at a true framerate count of that version. I suspect this has to do with the 224 lines nature of the PS2 in the first place, lights and other VPU related things might change while the scene does not, etc.There's no way. It looks akin to stop motion animation rates which is 12 fps. Using Sonicfan's direct video, at quarter speed, as the clock ticks over 27 seconds, there are 9 frames to it ticking over to 28.
So now I've just used nVidia screen grab to record the video playing in YT as I can't download it (sadly VLC doesn't work), using the 44th second as you suggest. Imported the capture into my video editing and counted 12 frames.
View attachment 11858View attachment 11859View attachment 11860View attachment 11861View attachment 11862View attachment 11863View attachment 11864View attachment 11865View attachment 11866View attachment 11867
Sadly there's no way to embed the mp4 short of uploading. I trust that isn't necessary.
Why do you need any of that. Each frame is very distinct and easily countable. Just run it at quarter speed in YouTube and count the frames. I can only conclude that you counted too many frames (60 frames on a 30 fps video?) and should instead have counted frames with the time interval.
It is so very clearly not cinematic 24 fps but more stop-motion-level 12 fps, I'm very surprised this is even disputed.
Naughty Dog was on a whole level of their own.I thought the polycount is this game was insane, I think the CTR engine could maybe handle that game same way the DOA2 on DC could run silent hill 2 levels if you understand what I mean lol