grandmaster
Veteran
Well I downloaded the IJ 360 demo, and frankly I think it's much ado about nothing. Yes, there's some obvious tear during the cutscenes, but I could barely see any tearing whatsoever during gameplay.
Now that 2.4 is out, anybody noticed performance degradation on any game due to XMB overlay?
I've played a lot of SSD:HD and haven't noticed any yet.
Not sure if that gives any relevant info - I would be asking about performance of the GUI (Xbox dash is quite sluggish in-game), whether the game in background is affected is hardly relevant, other then for possible (and flawed) comparisons of which game is running closer to "the hw limit".betan said:Now that 2.4 is out, anybody noticed performance degradation on any game due to XMB overlay?
Now that 2.4 is out, anybody noticed performance degradation on any game due to XMB overlay?
Hello what are all the 60fps games on both the PS3 and 360?
Thanks
i'm guessing VF5 is. also off the top of my head, CoD4, FIFA, NBA Live 08, NBA 07/08, MLB The Show 07/08, NGS, and DMC4.
if PSN games count, theres probably a few more, like SSHD and T5DR.
Not sure if that gives any relevant info - I would be asking about performance of the GUI (Xbox dash is quite sluggish in-game), whether the game in background is affected is hardly relevant, other then for possible (and flawed) comparisons of which game is running closer to "the hw limit".
It's relevant to me.
If the games chock under XMB (I haven't seen one), but still continues to run without lockup, it means games are more resilient under "multi-processing, context switches" etc. than I expected.
If we know what resources XMB uses and how, when the game chocks we can speculated what resources that game is bound by.
If the XMB chocks under some game or application, we can speculate about the other direction.
For example in game XMB chocks badly during initial F@H loading. I doubt it is bandwidth related, so I guess it is PPC or shared SPU issue (if that's still the case).
I can understand however, how it's irrelevant to you.
It's relevant to me.
If the games chock under XMB (I haven't seen one), but still continues to run without lockup, it means games are more resilient under "multi-processing, context switches" etc. than I expected.
If we know what resources XMB uses and how, when the game chocks we can speculated what resources that game is bound by.
If the XMB chocks under some game or application, we can speculate about the other direction.
For example in game XMB chocks badly during initial F@H loading. I doubt it is bandwidth related, so I guess it is PPC or shared SPU issue (if that's still the case).
I can understand however, how it's irrelevant to you.