The most interesting thing for me in this article is the triangles graph in this autobot image; which unless I'm reading it wrong suggests that the finished version of KZ3(Jan 2011) is processing 1312.655 Million triangles per second between the RSX & SPU software renderer GG mentioned.
1312.655 (graph shows numbers in millions) = Primes 227 + Geometry 271.396 + Shadow 748.846 + Forward + 15.413 + Occluding 50
That information if understood correctly? would refute the long held view of DF that the Playstation 3 is inferior to the 360's (500M Xenos + 2 General PPU cores) to render geometry. PPUs are not a good fit for software rendering.
The graph also suggests that Killzone 3 is using a 3 separate frustum passes just for shadowing, and probably implementing a 3 cascade shadow map system (3x geometry ~= shadows). This in itself is very impressive considering it is rendering at a full 720p with 3km draw distance(32bit depth most like needed) & theimplementation of MLAA & HDR.
1312.655 (graph shows numbers in millions) = Primes 227 + Geometry 271.396 + Shadow 748.846 + Forward + 15.413 + Occluding 50
That information if understood correctly? would refute the long held view of DF that the Playstation 3 is inferior to the 360's (500M Xenos + 2 General PPU cores) to render geometry. PPUs are not a good fit for software rendering.
The graph also suggests that Killzone 3 is using a 3 separate frustum passes just for shadowing, and probably implementing a 3 cascade shadow map system (3x geometry ~= shadows). This in itself is very impressive considering it is rendering at a full 720p with 3km draw distance(32bit depth most like needed) & theimplementation of MLAA & HDR.