Question about Sony's tech demos vs. the real games.

ralexand

Regular
Is the reason the tech demos were running smoother than the actual games(5fps) according to some ps3 devs was because the tech demos don't require AI and other un-predictable code which devs are having trouble running on these new multicore cpus?
 
My guess .

Devs are still wrapping thier heads around the cpu . The rsx is heavly based on the g70 which they would know much better than the cpu which is new and never really used before .

Thus the demos that only needed pretty graphics (we are talking about the real time ones not the cgi stuff they also call demos ) would be much better as there is no a.i or physics .


The games are using all these things and thus aren't really optimized for multi thread and for this cpu
 
ralexand said:
Is the reason the tech demos were running smoother than the actual games(5fps) according to some ps3 devs was because the tech demos don't require AI and other un-predictable code which devs are having trouble running on these new multicore cpus?

If you are asking why the games were shown at 60fps while the developers say they were 5fps, like Heavenly Sword, it is because the footage was pre-rendered using either ingame footage (like HS) or CG.

If you are just asking why tech demos look better than games in general, then yes, lacking interactivity would probably be a big reason. It is the same reason why ingame cutscenes sometimes look noticeably better than the rest of the game.
 
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ralexand said:
Is the reason the tech demos were running smoother than the actual games(5fps) according to some ps3 devs was because the tech demos don't require AI and other un-predictable code which devs are having trouble running on these new multicore cpus?

In some instances at least, where the trailers ran at 30/60fps and the game itself is running at a much lower framerate, we know that devs "sped up" the framerate for the purposes of the trailers. That's why they were running smoother ;)

As for the reasons for a low framerate early on, it's not unusual in game development. You can see dramatic optimisation as development matures, especially when you're also moving to better hardware as you go along. The specific reasons for low framerates at this stage would vary from game to game. I remember DeanoC mentioning one of the biggest "things" about Heavenly Sword as and of the E3 showing was that all the code for the massive outdoor armies etc. was confined to the PPE, and that was one of the first thing they were looking to move off it.
 
Demos are about showing off the strength of the system, so of course they will be optimised until they run fast. Game developers, on the other hand, are trying to design a game, so all of the pieces are not going to fall into place at once. First they create their vision, and then they try to make it work and the heavy optimisation comes much later on.
 
SanGreal said:
If you are asking why the games were shown at 60fps while the developers say they were 5fps, like Heavenly Sword, it is because the footage was pre-rendered using either ingame footage (like HS) or CG.

If you are just asking why tech demos look better than games in general, then yes, lacking interactivity would probably be a big reason. It is the same reason why ingame cutscenes sometimes look noticeably better than the rest of the game.
I was actually talking about the latter. Excellent point about cutscenes.
 
My guess:

Demos was running in early SDK:

Cell 2.4Ghz - Only PPE (final SDK: 3.2Ghz with all SPEs)
PCI Express 2G/seg (final SDK: FlexIO 35g/seg)
Memory System: 256M (final SDK memory system: 512MXDR)
GPU 6800 ultra SLI - poor interaction with cell (Final SDK: G70++, full otimization for cell, with more clock speedy e maybe more pipe lines)
Memory Video: 256M (sdk final maybe 512M GDDR3)
 
As i understand the UT demo was basically running on whatever the GFX card was in the demo machine. As Deano explained HS was basically in engine and sped up. The other demos, who knows.
 
Cell 2.4Ghz - Only PPE (final SDK: 3.2Ghz with all SPEs)
Where did it say that the early units had no SPEs? I only recall hearing that all the demos were *using* only the PPE, and left the SPEs untouched.
 
ShootMyMonkey said:
Where did it say that the early units had no SPEs? I only recall hearing that all the demos were *using* only the PPE, and left the SPEs untouched.

Well a Cell with just a PPE and no SPEs is just a G4-and-a-bit - maybe a G5-and-a-bit, still unclear. So it does sound a bit fishy.
 
ShootMyMonkey said:
Where did it say that the early units had no SPEs? I only recall hearing that all the demos were *using* only the PPE, and left the SPEs untouched.

The bold is what I want to say with "only PPE".
 
two said:
My guess:

Demos was running in early SDK:

Cell 2.4Ghz - Only PPE (final SDK: 3.2Ghz with all SPEs)
PCI Express 2G/seg (final SDK: FlexIO 35g/seg)
Memory System: 256M (final SDK memory system: 512MXDR)
GPU 6800 ultra SLI - poor interaction with cell (Final SDK: G70++, full otimization for cell, with more clock speedy e maybe more pipe lines)
Memory Video: 256M (sdk final maybe 512M GDDR3)

How will more dev RAM ("system" or "video") speed up a game thats running on a console with less memory? Make development easier sure, but speed up a game?
 
two said:
My guess:

Demos was running in early SDK:

Cell 2.4Ghz - Only PPE (final SDK: 3.2Ghz with all SPEs)
PCI Express 2G/seg (final SDK: FlexIO 35g/seg)
Memory System: 256M (final SDK memory system: 512MXDR)
GPU 6800 ultra SLI - poor interaction with cell (Final SDK: G70++, full otimization for cell, with more clock speedy e maybe more pipe lines)
Memory Video: 256M (sdk final maybe 512M GDDR3)


The Killzone demo was not even running on 6800 ultra SLI,it was on 6800 GT in SLI,the kits that run a much closer to the RSX version of the graphic chip,were ship to late most developer could not change what they already have.

Reason why the UT demo look so good was cuz it was running on the latest kits.
 
Thegameman said:
The Killzone demo was not even running on 6800 ultra SLI,it was on 6800 GT in SLI,the kits that run a much closer to the RSX version of the graphic chip,were ship to late most developer could not change what they already have.
:?:
Can you share the source of this information, please? Because it does contradict everything we heard and know so far about this demo.

Actual developers working at Guerrilla already confirmed to a few of us that the video was a simple CGi footage outsourced to a UK CG Studio. Laa-Yosh does even know one of the artist who worked on this video.
 
ShootMyMonkey said:
Where did it say that the early units had no SPEs? I only recall hearing that all the demos were *using* only the PPE, and left the SPEs untouched.
Well, if they aren't there to begin with you certainly can't touch them now can you? :LOL:

[size=-10]Just playin'.... heh[/size]
 
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Ah, that's right... I was trying to remember that. Vysez, do you remember if it was utter CG or a just a mock up using in game assess or something to that affect. I think I remember smoething about that... maybe I should just forget in general, lest I spark Killzone debate 856,343,236? Anyway, if you feel it's safe what did you hear about the details? Not that i shouldn't just search out the info on the board myself, but I can't find a lick of anything using a forum search.
 
Vysez said:
:?:
Can you share the source of this information, please? Because it does contradict everything we heard and know so far about this demo.

I believe a magazine reported that, the same report that said it was running at 5fps etc. etc. Obviously the weight of information from elsewhere suggests the mag was misinformed.
 
This thread won't turn into Killzone Demo thread #844634

Mefisutoferesu said:
Ah, that's right... I was trying to remember that. Vysez, do you remember if it was utter CG or a just a mock up using in game assess or something to that affect.
Laa-Yosh said that the video was completely made under a software package (Maya, IIRC), he didn't precise anything about the assets used.

Anyway, let's discuss about Killzone 3 in a few years, when we'll start to see the first in-game elements, or when we have new infos on the subject.
For now, let's try discussing the topic without centring the debate around the "forbidden PS3 demo". ;)
 
I think it is worth mentioning that discussion of the CG Killzone demo is not allowed on this forum, or at least that was the original policy a few weeks ago.
 
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