czekon said:you have right so why is so many negative comments on x360 ? not enought bandwitch, CPU l2 cache locking unusbale, to little pixel shading power..man so many negatives on x360 but for ps3 everything is ok it's a shading monster...
czekon said:you have right so why is so many negative comments on x360 ? not enought bandwitch, CPU l2 cache locking unusbale, to little pixel shading power..man so many negatives on x360 but for ps3 everything is ok it's a shading monster...
NucNavST3 said:I'm thinking 960 x 540 is going to become pretty familiar to people and not just for games but for CE devices as well.
Titanio said:And obviously in both cases, and for 360 too, while this article may try to indicate possibly typical trends (?), it's ultimately a case-by-case thing that is dependent on the game and the developer.
rounin said:I think he is implying that they will render at that res to double to 1080i/p. Which makes sense I suppose.
I might be stupid in this area but I just looked at the 540 and multiplied by 2 and saw 1080 and the 960 gives 1920 so I assumed that would allow for "doubling" to 1920x1080, giving 1080i/p. I have no idea about how these resolutions work so I didnt know if it mattered. Sorry about thatTitanio said:Is that resolution not 1/4 of 1080p/i?
rounin said:I might be stupid in this area but I just looked at the 540 and multiplied by 2 and saw 1080 and the 960 gives 1920 so I assumed that would allow for "doubling" to 1920x1080, giving 1080i/p. I have no idea about how these resolutions work so I didnt know if it mattered. Sorry about that
Titanio said:It doubles in the width and height dimensions, but doubling those quadruples the area, or resolution in this case. You can work it out by just multiplying the numbers:
960x540 = 518400
1280x720 = 921600
1920x1080 = 2073600
NucNavST3 said:The res I mentioned has been around for a couple years now, as a matter of fact, IF the ICT is ever implemented, this is the resolution you will get from an analog (component) output.
What is PGR3s res again?
Titanio said:1024x600, I think...?
MGS4 didn't seem to be behind any curve to me..scooby_dooby said:Do you guys think there's any truth to the rumours that Japanese Developers are behind the curve with the new consoles because they are unfamiliar with the PC-based GPU's that both the new consoles use??
AFAIK the dev has the option to set the tiling position. I guess it has to be symmetrical, but maybe not, as long as the tile fits in the eDRAM, so slicing your render target into two halves one third down the screen may be an option. Dunno about dynamic tiling either, a different tile structure per frame, or how you could measure and divide that way.expletive said:Question on Tiliing, can you place the 'tiles' however you wish or do they need to follow a predetermined template (e.g. 1/3's vertically)? I wonder if slicing the tiles in different ways could help prevent the geometry overlap? (like cut a strip off the top of the frame that will usually only include the sky and then split the rest in 1/2, if that makes any sense)