ihamoitc2005
Veteran
Dave Baumann said:Memexport is not really to do with load balancing either.
Yes, but could it not be used to offload tasks from CPU, ie., physics, when graphical demands of scene is less?
Dave Baumann said:Memexport is not really to do with load balancing either.
You listed some things that I already acknowledged before and have nothing to do with graphics.Acert93 said:Come now, MGS4 from what we have seen is one of the very best pieces of footage we have seen, period. The art, quality, and direction are excellent and the animation for the cut scene is a pure example of artistic genius. That capture the essense of human expression and have a very exciting trailer. The tech and the art are paired perfectly and the quality screams big budget.
Again, read my initial response to MGS4 in this thread. I didn't say I didn't like it. I didn't say it was bad. In fact, I said that I thought it was spectacular. But from a technical standpoint, there was nothing in there that impressed me.I don't really care what platform it is on, what rendering tricks it uses, etc... it was great. That video is all MGS fans needs to be sold on the concept and I am sure it made a lot of PS fans really excited (and quite a few Xbox fans envious!) Really, the game looks great. The cut scene is in the Ruby class in quality and the choreography is second to none--I would put it as a tie with KZ (which, btw, if were a movie I would pay $8 to watch!)
As for whether it was exceptional or not, from a technical standpoint, is kind of pointless in that all games use shaders, particle effects, etc... Whatever rendering methods they used were obviously wisely chosen to emphasis the art. And to that degree I am not sure I can think of 5 other titles that have such a great dynamic between Art+Tech. So in that regards it is exception IMO.
ihamoitc2005 said:Yes, but could it not be used to offload tasks from CPU, ie., physics, when graphical demands of scene is less?
Alpha_Spartan said:Again, read my initial response to MGS4 in this thread. I didn't say I didn't like it. I didn't say it was bad. In fact, I said that I thought it was spectacular. But from a technical standpoint, there was nothing in there that impressed me.
I'm really curious as to what you would consider technically spectacular.Alpha_Spartan said:Again, read my initial response to MGS4 in this thread. I didn't say I didn't like it. I didn't say it was bad. In fact, I said that I thought it was spectacular. But from a technical standpoint, there was nothing in there that impressed me.
Well, damn. You're the only one who can get away with immunity. I merely suggested that it COULD be this way and I got trashed.Dave Baumann said:Realistically we do know it, its just that many here don't want to hear/believe it so its easier not to say it.
What are all the announced games for the X-360 again?Shifty Geezer said:I'm really curious as to what you would consider technically spectacular.
Errr, this is not memexport. Memexport is the capability of effectively letting the shader arrays have arbitary memory read /write capabilties.Nemo80 said:No, not really. It's only used to let the CPU know the GPU has finished reading from the L2.
I already said that too. I said the Killzone PS3 renders. That shit got me excited! The funny thing is that certain people immediatly expected Xbox 360 to meet that level of quality graphically. However, since it was on the PS3 many neglected to realize that other PS3 games were expected to look at least that good. MGS4 isn't exempt no matter if Kojima is the Son of God or not. Since I'm neither a MGS fan or a KZ fan I am able to see things more objectively. I liked Killzone better. Alot better.Shifty Geezer said:I'm really curious as to what you would consider technically spectacular.
Dave Baumann said:Errr, this is not memexport. Memexport is the capability of effectively letting the shader arrays have arbitary memory read /write capabilties.
Nemo80 said:The opposite is the truth. Those ALUs are much less performant when it comes to "raw" pixel shading or raw vertex shading and it is yet to be seen if the pure number of them (48) is able to outperform a highly specialized 1337 pixel shader like in the RSX ,even if there are only 24 of them (+8 VS).
Acert93 said::That is why the whole theory of USA works, because the work the shader units do is similar on the computational level.
Alpha_Spartan said:I already said that too. I said the Killzone PS3 renders. That shit got me excited! The funny thing is that certain people immediatly expected Xbox 360 to meet that level of quality graphically. However, since it was on the PS3 many neglected to realize that other PS3 games were expected to look at least that good. MGS4 isn't exempt no matter if Kojima is the Son of God or not. Since I'm neither a MGS fan or a KZ fan I am able to see things more objectively. I liked Killzone better. Alot better.
Kameo got me excited as well. The game looks sweet.
Shifty Geezer said:I'm really curious as to what you would consider technically spectacular.
Alpha_Spartan said:But from a technical standpoint, there was nothing in there that impressed me.
Of course they work. I have seen Ruby, Gears of War, PGR3, Kameo, and so forth running on the hardware. So of course they work.Nemo80 said:Actually, we don't know if it works.
This has obviously progressed past theory as there are games in development using hardware that does just that.As noted in the past, the reason PS and VS can be unified is because PS already are capable of performing much of the work a VS does. The issue is not dumbing down the PS units, but making the VS units more capable.
Acert93 said:As noted in the past, the reason PS and VS can be unified is because PS already are capable of performing much of the work a VS does.
Acert93 said:Adding an extra Mini-ALU to G70 did not make it less effecient than NV40.
Acert93 said:That is why the whole theory of USA works, because the work the shader units do is similar on the computational level.
Acert93 said:Of course they work. I have seen Ruby, Gears of War, PGR3, Kameo, and so forth running on the hardware. So of course they work.
If the theory of USA did not work we would not see hardware capable of using symmetric shader units to carry out both vertex and pixel shading. So I repeat:
This has obviously progressed past theory as there are games in development using hardware that does just that.
Not to mention PVR and NV have both announced they will introduce USA in future GPUs. So of course it works.
Yeah, I liked the mech models in Chrome Hounds better than the models in the MGS4 trailer. I also loved the smoke effects too.dizzyd said:Weren't you the one that said that the MGS4 trailer was comparable to the Chrome Hounds trailer?
Next on my list is the hardware support for directly accessing memory from within the shader units. This makes the Xbox graphics chip work in a much more flexible way than has ever been possible before.
Now it’s relatively simple for a games developer to write code to do anything inside the graphics chip that they could do elsewhere. Accessing memory in arbitrary ways sounds like a very esoteric thing to do within a graphics chip, but actually it allows you to do some amazing things which mean that Xbox 360 games will be more like movies than you ever imagined. It’s so powerful that I’d say that this feature alone makes the Xbox 360 technically superior to any other console planned for the next five years.
It’s not uncommon for one part of the chip to be starved of work for a large majority of the time – and that’s obviously inefficient. With a unified architecture we have hardware that automatically moulds its-self to the task required and simply does whatever needs to be done.
That all means that the Xbox 360 runs at 100% efficiency all the time, whereas previous hardware usually runs at somewhere between 50% and 70% efficiency. And that should means that clock for clock, the Xbox graphics chip is close to twice as efficient as previous graphics hardware.
http://www.gamestar.de/magazin/specials/hardware/26071/index.htmlWhat we know about the PlayStation 3 architecture is a little hazy – so some of the data is really just best guesses. We do know they are targeting a 550MHz graphics core and we know that it will be based on NVIDIA’s forthcoming G70 graphics chip.
That’s bad news for the PlayStation 3. Current informed opinion is that the G70 will have at most 24 pixel shader pipes and much of the time they will run at low efficiency. It’s a PC based design – which means that all the key customisation for a console is missing, and it’s based on some relatively old PC-based graphics architectures from NVIDIA, whereas the Xbox 360 is an all new design based on what console developers have been asking for.
Because of all this I think that in every important way the Xbox 360 graphics chip is better suited to the task, and more powerful than what we expect in PlayStation 3.