Official PS3 Thread

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megadrive0088 said:
two things, is the middle shot (the PS2 one) from the PS2 Tekken technical demo, or the actual game, i forget.

that shot is from the prerelease promo material (using the finiished engine) and not a gameplay/intro grab.
 
Not sure if it came from the demo or not, however it looks identical to the game Jin. Look at the fullscreen picture above.


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ttt_08.jpg


There really is just no difference, just that the one I used is just Jin on the screen.

If you can find a tekken 1/2 Jin with a close up I'll add it, it's so hard finding screenshots for those old psone games.
 
IMO Tekken TAG occasionally does look better than Tekken 4.
The larger environments in 4 seem to have taken some quality off the characters.
Tekken TAG (not the jaggy japanese version) is still one of the better looking PS2 games, imo, and it was a launch game!
 
yeah, tekken Tag does look better AT TIMES than Tekken 4. the fact that the backgrounds are static helps. Although some backgrounds in Tekken4 seen in progressive scan, especially the ones in the Mall with the water, are WAY beyond anything seen on a PS2 fighter. (still havent played SC2, mind u) :D
 
Link

A prefered instance for deploying Cell processors is 4 data * 8 APU * 4 PE. As a result, 512 32bit floating point arithmetic and 512 32bit integer arithmetic per clock are processed simultaneously. In short word the number of clock on CELL is 1 Tera FLOPS.

Specification is following;
-32 sub processors on one chip
-256 processing units
-max 1024 32bit data calculation
-1 Tera FLOPS power
-the number of transistors is over 1B
-outer memory is "Yellowstone" DRAM by Rambus
-chip-interconnect technology will be "Redwood" by Rambus
-"Emotion Engine", the core chipset of PS2, is integrated in one chip with "Graphics Synthesizer".

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like i did for my estinomations for the gamecube 2 i am going to do it for the ps3

-polygon count-
PS1: 360,000 thousand
PS2: 20 million
PS3:5-10 billion (real Time)?

-memory-
PS1: 2 Mb
PS2: 32 MB
GC2: 1024MB?

-main memory bandwidth-
PS1: 132 mb/sec
PS2: 3.2 gb/sec
PS3: 40-60 GB/sec?

-Floating Point Performance-
PS1: 30 MIPS (CPU) + 80MIPS GPU)
PS2 :6.6 GFLOPs total Emotion Engine
PS3: 1-5 TFLOPs total (CPU + GPU)

-Texturing-
PS1: 1 mb vram
PS2: 4 mb vram
PS3: 128-256 vram external

-Sound Memory-
PS1: 512 KB
PS2: 2 mb
PS3: 32 MB??
 
OK hang on. HDTV resolution is 1080x720, thats 777600 pixels. At 60fps thats 46.656 million pixels per second. At 5 billion pps you're displaying over 100 polygons per pixel. At 10 billion pps you're displaying over 200 polygons per pixel. Even with the best anti-aliasing that much detail is just not visible.
 
Josiah said:
OK hang on. HDTV resolution is 1080x720, thats 777600 pixels. At 60fps thats 46.656 million pixels per second. At 5 billion pps you're displaying over 100 polygons per pixel. At 10 billion pps you're displaying over 200 polygons per pixel. Even with the best anti-aliasing that much detail is just not visible.

I thought it was 1920x1080i, or any variation of ****x1080i.
 
qwerty2000 said:
i think my comparioons are pretty accrate dont you think so

I think getting hot and bothered speculating over what'll be coming three years down the road is a disrespect to all the developers/people out there working hard to make this CURRENT generation as fun and enjoyable as it can possibly be.
 
Even at 1920 X 1080 that is still only 2,073,600 pixels(124,416,000/sec @60 fps). That would mean that you could fit over 40 polygons in one pixel @ 5 billion polygons/sec and over 80 @ 10 billion polygon/sec.

I don't know much about how 3d graphics work, but wouldn't anything over 124.4 million polygons/sec be overkill with today's HDTV standard?
 
Tsmit42 said:
Even at 1920 X 1080 that is still only 2,073,600 pixels(124,416,000/sec @60 fps). That would mean that you could fit over 40 polygons in one pixel @ 5 billion polygons/sec and over 80 @ 10 billion polygon/sec.

I don't know much about how 3d graphics work, but wouldn't anything over 124.4 million polygons/sec be overkill with today's HDTV standard?

Poly throughput is nice and all, but you need memory to store all the vertices, as well as a fat bus to send them all. Nothing in 3d graphics is that efficient :p

Perfect example -> XB and PS2 only ever using at most a third or so of their peak polygon processing rate.
 
PS3:5-10 billion (real Time)?

No, just no. I would say around 15B under max conditions like ps2's 66M. We may see 1B in game eventually though.


GC2: 1024MB?

1024megs of yellowstone RDram is gonna cost too much, I expect ps3 to have 384-512 and I'm guessing 512.


PS3: 40-60 GB/sec?

I don't know the specifics of yellowstone dram so I cannot comment on this.

PS3: 1-5 TFLOPs total (CPU + GPU)

Sounds right, I expect 1.256TFLOPS myself.


PS3: 128-256 vram external

I'm only expecting 64mb of eDRAM on the rasterizer with texture compression, MAYBE 128

PS3: 32 MB??

32mb sound memory is a bit much

I expect 8-16MB.
 
Don't even expect 2-4B in game. It COULD be possible to have that many polygons in game, however you won't find many developers up to the task of actually modeling characters with 100,000 polygons.
 
like i did for my estinomations for the gamecube 2 i am going to do it for the ps3

-polygon count-
PS1: 360,000 thousand only 180,000 with textures, shading, lighting
PS2: 20 million
PS3:5-10 billion (real Time)?

-memory-
PS1: 2 Mb
PS2: 32 MB
GC2: 1024MB? you/I wish!, more like 256-512MB

-main memory bandwidth-
PS1: 132 mb/sec
PS2: 3.2 gb/sec
PS3: 40-60 GB/sec? more like 25-50 GB/sec for PS3

-Floating Point Performance-
PS1: 30 MIPS (CPU) + 80MIPS GPU)
PS2 :6.6 GFLOPs total Emotion Engine 6.4 GFLOPS
PS3: 1-5 TFLOPs total (CPU + GPU)

-Texturing-
PS1: 1 mb vram it's PS1's total vid ram, used for more than textures
PS2: 4 mb vram
PS3: 128-256 vram external PS3 should have 32MB eDRAM for vram
plus 256-512MB main memory not 128-256MB vram


-Sound Memory-
PS1: 512 KB
PS2: 2 mb
PS3: 32 MB?? maybe

there are things wrong about these figures. my comments are added in bold
 
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