DonaldDuck
Newcomer
In fact the details of the way both consoles perform are, and probably will be, scarce and not definitive. It´s normal, there´re big companies involved and the NDA hide aspects of the architecture and the performance. Marketing issues (being the most capable console, in terms of processing power, is a useful slogan) reinforce that darkness.
But in fact we have learned a bit during these years. I don´t discard the possibility of some of the talk about weaknesses and strenghts being very polite marketing, but in any case the truth is not as much interesting as the search towards it, so I´m happy with the forum as it is now. It´s very interesting.
My thougths about the question itself (is X more capable than Y?) are not clear. I agree with the point that the quality of some games (if we use games as a rule of thumb in order to measure processing power) is not aparent sometimes. Sandbox games are used usually as an example of that. They don´t look as much impressive as other more close-oriented titles and as a result people tend to discard them as the definitive metric. But at the same time the point that the two "exclusive" sandbox games of each platform (CD and Infamous) aren´t really so impressive lets me with a reasonable doubt. RDR, GTA, Fallout and so on are multiplatform games and in some way the compromises between the architectures and the code arise. So it´s almost unavoidable that one version of the game will run better.
On the other hand, exclusive, graphic-oriented titles with high production values are somewhat more "stunning" or "impressive" (weird words, I know, very subjective) in PS3, but there´s the argument of the budgeting and the objectives of each IP, Sony being more inclined towards "graphics" and "ownership" and Microsoft letting third parties do their magic.
At the end of the day I think that tech-oriented, "deep" development is a bit more productive in PS3 because of the nature of the architecture itself, and XTS is a powerhouse of fast development cycles with great results and accesible, well known, well documented features. The problems with XTS are more of the art design and assets kind of thing, with the load that the hardware can handle being well known, and with PS3 the problems are a mix of art and the "original" and in some cases rigid architecture, not being clear what is the limit of the platform, even in case of the GPU, that some people report as not exploited to its limits because of their complexity and oscurantism from NVidia.
But at the same time, the custom code that SPU´s seems to allow can be innovative and rewarding, albeit somewhat "unnecesary" if hardware was more accesible. Freedom, but a forced one. Very "sonyish".
The final word to me is that only a few more MB of EDRAM would make XTS definitely superior, and a freaking, tiny GPU of unified shaders architecture would change PS3 from a powerful nightmare to a comfortable -and unexplored- platform of paralellised code. Who wins? Don´t bother me. We learn, that´s the interesting part.
But in fact we have learned a bit during these years. I don´t discard the possibility of some of the talk about weaknesses and strenghts being very polite marketing, but in any case the truth is not as much interesting as the search towards it, so I´m happy with the forum as it is now. It´s very interesting.
My thougths about the question itself (is X more capable than Y?) are not clear. I agree with the point that the quality of some games (if we use games as a rule of thumb in order to measure processing power) is not aparent sometimes. Sandbox games are used usually as an example of that. They don´t look as much impressive as other more close-oriented titles and as a result people tend to discard them as the definitive metric. But at the same time the point that the two "exclusive" sandbox games of each platform (CD and Infamous) aren´t really so impressive lets me with a reasonable doubt. RDR, GTA, Fallout and so on are multiplatform games and in some way the compromises between the architectures and the code arise. So it´s almost unavoidable that one version of the game will run better.
On the other hand, exclusive, graphic-oriented titles with high production values are somewhat more "stunning" or "impressive" (weird words, I know, very subjective) in PS3, but there´s the argument of the budgeting and the objectives of each IP, Sony being more inclined towards "graphics" and "ownership" and Microsoft letting third parties do their magic.
At the end of the day I think that tech-oriented, "deep" development is a bit more productive in PS3 because of the nature of the architecture itself, and XTS is a powerhouse of fast development cycles with great results and accesible, well known, well documented features. The problems with XTS are more of the art design and assets kind of thing, with the load that the hardware can handle being well known, and with PS3 the problems are a mix of art and the "original" and in some cases rigid architecture, not being clear what is the limit of the platform, even in case of the GPU, that some people report as not exploited to its limits because of their complexity and oscurantism from NVidia.
But at the same time, the custom code that SPU´s seems to allow can be innovative and rewarding, albeit somewhat "unnecesary" if hardware was more accesible. Freedom, but a forced one. Very "sonyish".
The final word to me is that only a few more MB of EDRAM would make XTS definitely superior, and a freaking, tiny GPU of unified shaders architecture would change PS3 from a powerful nightmare to a comfortable -and unexplored- platform of paralellised code. Who wins? Don´t bother me. We learn, that´s the interesting part.