Is PS3 able to do DX 10 effects ?

Dirext X of any current sort is simply a means to an end - That end is allowing more and more flexibility and or complexity within the rendering "pipeline", and it's essentially little more than another bread crumb on the way to achieving software-renderer-like flexibility on what is a comparitively rigid architecture.

So the answer is basically "yes" to a number of things associated with DX10, but the question is how capable will it be while facilitating and implementing these types of effects.
 
It could perhaps emulate certain effects on Cell, i also remember nAo saying something about RSX vertex + SPE's being better then DX10 Geometry shaders. Also with Cell maybe PS3 could do some effects that cant be acheived on DX10?
 
im sure soon (or even perhaps now) there will be titles made that use a SPE or two as a vertex shader/ geometry shader ( + just let the RSX do the final transform + pixel shading ).
i know some ps3 games already are doing backfacing culling / per triangle frustum culling on a SPE. (of course technically u could do this on a pc as well, but u havent got the cpu cycles like u have with the ps3 to 'waste' on this) ultimatley this means that on a pc u would send a million tis to the card to be drawn, but on a ps3 u would only need to send ~0.5million to draw the same thing.
also im sure we're gonna see on the fly procedural geometry created with the SPE very soon.
lifelike particle systems are another thing that i see the SPE's being used for ( i infact have an idea about this )
 
Maybe it would be acheivable through some special programing with the SPEs ?

RSX only support features from Dx 9c (SM 3.0 etc)

Technically, any CPU can do any GPU task, this however is slow as hell compared to a normal GPU. Some features that primarily involves vertex shading\geometry could run quite well on the Cell.
 
RSX only support features from Dx 9c (SM 3.0 etc)

Technically, any CPU can do any GPU task, this however is slow as hell compared to a normal GPU.

It did'nt stop the EE in PS2 from emulating a crap load of effects, Shadow of the colosus comes to mind.
 
Did God of War show any effects thought to be impossible at the early days of PS2 development?

Never played it so i could'nt say,

Effects that i know of :

Matrix Path of Neo : Normal mapping and some DOT3 bump mapping
SOTC : Fur rendering, semi HDR, Self Shadowing.. etc.. etc... etc...

And theres ton more....

People seem to forget that PS2 has hardware support for hardly anything, most effects on PS2 are handled on the EE via software.
 
Since this has been done maybe we could look at this from another angle.
Will the PS3 have devs capable of taking advantage of the PS3 and it's abilities?
I was watching an interview with the guy from Insomniac and he mentioned how before PS3 he had no experience with doing advanced visuals and things like shaders even. Could this be the case with PS2 exclusive devs?
Then I thought about the devs working on the 360,devs like iD,Epic and Valve. No wonder GeoW looks so good among other reasons you have PC devs that are used to working with very advanced visuals vs. PS2 exclusive devs.
Could the biggest advantage the 360 has be the Windows to 360 crossover and the experience that PC devs bring to the table as result?
 
Could the biggest advantage the 360 has be the Windows to 360 crossover and the experience that PC devs bring to the table as result?

wouldn't that same experience also apply when moving from pc to ps3?
 
No wonder GeoW looks so good among other reasons you have PC devs that are used to working with very advanced visuals vs. PS2 exclusive devs.

Could the biggest advantage the 360 has be the Windows to 360 crossover and the experience that PC devs bring to the table as result?

I don't really think its an advantage to be a PC dev starting to develop for any console.

Making a game with "good" visuals on the PC is the easiest thing in the world, since your not restricted by hardware (not as much as on the consoles).

If anything, i would say that the people working on the PS2 are much better prepared for any platform. Its a lot harder to make something like the Shadows of the Colossus for the PS2 than making something like Crysis for the PC.
 
Technically, any CPU can do any GPU task, this however is slow as hell compared to a normal GPU. Some features that primarily involves vertex shading\geometry could run quite well on the Cell.
well i disagree with 'quite well' im guessing itll be pretty close to gpu speeds, something the fastest pc cpu couldnt do.

how many of the 1000s of pc titles this century have done backface culling on the cpu?
prolly none
how many of the 1000s of pc titles this century have done per triangle frustum culling?
absolutly none

yet on the ps3 (within a few months) theres already devs doing both these things.
true u could do both on a pc, but as youre most likely to be cpu limited, you wouldnt want to, thus noone does.
with cell u have all this latent power that u might as well use (last week a motorstorm dev was mentioning using only %15-20 of the spe's), were they doing bfcull + per tri culling? if not why not?
 
I don't really think its an advantage to be a PC dev starting to develop for any console.

Making a game with "good" visuals on the PC is the easiest thing in the world, since your not restricted by hardware (not as much as on the consoles).

If anything, i would say that the people working on the PS2 are much better prepared for any platform. Its a lot harder to make something like the Shadows of the Colossus for the PS2 than making something like Crysis for the PC.

Well this is why I'm asking. The way the guy from Insomniac put it,developing for PS2 exclusively put them at a disadvantage when moving to PS3.
 
Of course but there seems to be more crossover in favour of the 360.

both platforms seem to be taking a different approach, the PS3 takes a conventional graphics core and combines it with a massive complex processor, while the 360 took a common processor and integrated an advanced graphics core.

So while the Cell processor itself requires a lot of knowledge to fully utilize it, nvidia's thorough penetration in the developer market makes it hard not to get acquainted with it's graphics language.
So I don't think graphics development is holding any of the platforms back, it's getting used to cell is what's challenging in development.
 
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