Maybe you're talking about triangle setup. But Joker didn't measure that.Wow, that's impressive. Isn't it higher than actual vertex setup on RSX?
Maybe you're talking about triangle setup. But Joker didn't measure that.Wow, that's impressive. Isn't it higher than actual vertex setup on RSX?
Wow, that's impressive. Isn't it higher than actual vertex setup on RSX?
Is this an insider info or are you making an assumption based on ICE team's involvement?You are doing something no one else I know (including Naughty dog who use spu's on Uncharted to help geometry) is capable of doing.
At least one person is interested in your pixel shader load for this actual game.FYI in case anyone is intersted, yes the game does look better with all these "wasted" verticies.
I think it worth pointing out that Heavenly Sword, while it looks very nice in stills, suffers from major technical issues, most importantly a very dodgy framerate and excessive screen tearing.
It was also originally scheduled to launch with the PS3, and recieved over an 8 month delay.
So, while it was a good attempt at creating an exclusive technical showpiece, NinjaTheory definately bit off a little more than they could chew.
In your opinion. Especially with yours being in the minority it is hardly definitive. I would challenge your points but it would divert the direction of this discusssion. I will plainly say that this was not needed...and really scooby_dooby this is beneath you.
Foil said:Ehh the framerate kinda stinks in this game imo. The visuals are gorgeous but the framerate brings that down quite a bit for me. If they could get the sequel looking the same and running at a smooth 60 frames per second it'd be jaw dropping. Even a smooth 30 would be better than what they have now
AgentOtaku said:- I hate to admit it, but the lack of technical polish (or maybe the fact that Ninja Theory simply bit off more than they can chew) has REALLY bit this title in the ass.
the framerate is almost NEVER running at 30fps in a large majority of areas and they way NT decided to have the engine "grab" content off the harddrive constantly only makes things worse...much like running a title on the PC when you don't have enough ram....
At times it really is fucking gastly the way the shit just "jumps" all over the place...and the constant tearing doesn't make things any more tolerable
Shadows are also flat out ugly most of time, with the exception being during Nariko monologues/stage select sections....obviously done because not that much is having to "balanced" as far as rendering budgets are concerned...
Mifune said:- THE BAD
Ummm...framerate, screen tearing, all the stuff that has been mentioned ad nauseum. Technical issues really do undermine the overall effect.
Oni-Jazar said:While it's a shame that the game is short and that there are techincal issues like long load times and framerate drops/tearing, I definitely think that everyone should at least rent the game and check out what the game has to offer.
With this and your last post, and the middle-ground consensus of the two rivalling POVs on PS3 development, it seems to me MS are very much in the right mind targeting development ease over everything else. It's far too much a minority of enthusiasts working in the industry (to earn a living) to hope for the industry to embrace the 'fun' aspects of your eclectic architecture. Console designs should be developer centred, from a business perspective. Nintendo went this was (in a bad way!) and MS in a good way. Sony's choice has had a major impact on their system. One wonders what a developer designed console would look like?My 2c on this, from my personal experience at the tail end of last gen development, had last generation gone on much longer say a couple more years PS2 would have been lead SKU in name only on a lot projects...
32-bit integer? Either way, we typically only use VSMs for indoor lighting, so depth range isn't really enough for FP16 (using -1..1 range) to be a problem and there are ways of fighting it even when it does become an issue.However, I would expect that with VSM, doing the actual rendering is faster on Xenos since it has high precision filtering (32-bit integer) whereas RSX doesn't, and I know from personal experience that VSM with FP16 is ridiculously limited. You'd have to do it all in the shader.
Sounds doable... with no more than 1 shadow-casting light. But hey, you can claim that you have "global illumination" that way since a single lightsource would be used "globally".I'd like to see some games doing SAT-VSM on PS3 via SPUs
Maybe. It's also entirely possible that it's just that the people who'll complain are the ones who'll appear on forums and scream bloody murder on their blogs. The people who enjoy will probably just stare at the SN debugger and and not tell you anything about the nostalgic feel of instruction latency.Indeed. And ideally you'd have the people needing to mess about with PS3's innards being the people who enjoy it, rather than those who'll complain! Maybe they're aren't enough of those?
If the 360 can "waste" resources doing that why is titling still an issue? Sorry if I'm getting off track. After reading Swifty's post about Sony Continuing on the same development track ,and they should or go with something extremely simple next time, I also think that Microsoft should stick to edram next generation as well.Snip
It's not my opinion at all.
Take a look at the HS thread at GAF, it's fairly unanimous that the technical aspects mar the game signifcantly, and that framerate is a major issue:
It's not my opinion at all.
...snip...
You know as well as I that I can find just a many forum posts that say the exact opposite.
Further, whether you feel HS is a technical marvel is irrelevant to this discussion and a delay is proof of nothing. You know not whether they were having problems or adding features. When JC says "the game is done when it's done" do you assume he's having problems on the PC or try to work something he wants in...in? This is neither the time nor the place to get into this but if you deem it necessary to continue this discussion PM me.
Actually, if you feel the need to explain to me why you think my posts are off-topic, you can feel free to PM me.
I feel it's entirely on point, since the entire discussion is about PS3 development issues, in the context of timelines, budgets and realworld issues.
If one of the premiere PS3 titles, which was delayed and launched with significant technical issues, then it is certainly relevant to the discussion at hand.
If you want to pretend these issues don't exist, be my guest. I think that attitude only gets in the way of a meaningful discussion however...instead of discussing WHY the title had these issues, you want to debate whether or not they actually exist. I don't feel that is really up for debate, since the VAST majority of user reviews I'm seeing cite these issues. But you've made your opinion known so you can leave it at that.
You mean just like the countless of other GAF threads making a huge deal out of nothing?It's not my opinion at all.
Take a look at the HS thread at GAF, it's fairly unanimous that the technical aspects mar the game signifcantly, and that framerate is a major issue:
http://www.neogaf.com/forum/showthread.php?t=185334&page=51
You're measuring the number of vertices that are going through the GPU (for example it's easy to multiply your figures by over a factor of 5 on RSX and 360 with an ad-hoc benchmark), while what you want to measure it's the number of post transformed vertices cache misses per frame.
Dr. Nick said:f the 360 can "waste" resources doing that why is titling still an issue?
Pix and GcmReplay are not the only way to profile, you know, you can actually write a few lines of code to get that numberI can't measure that alas ;( The gcm tools crash when you deal with that many verticies. Pix can process it, but it reports the bottleneck by far being "system bandwidth" with that measurement totally off the scale, and all other measurement numbers are snapped down to zero. So I can't get an accurate read on vertex cache misses on either platform. It did get 92.61% visibility so it wasn't a bogus test scene, most of those verticies made their way through the whole pipeline. It was a typical scene you would see in replay all the time, just with lod's off.
Is this an insider info or are you making an assumption based on ICE team's involvement?
In any case, what's the geometry Uncharted is pushing and how are they using spu's?
Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons
Assuming Drake and 3 pirates on screen = 30,000 + (3x 13,000) x 30.
= 2.07 million polys / second for the pirates + drake only, unfortunately we don't have any numbers on environments.
My maths could be wrong though, (highly likely )