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?
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?
I was actually talking about the latter. Excellent point about cutscenes.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.
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.Cell 2.4Ghz - Only PPE (final SDK: 3.2Ghz with all SPEs)
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.
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.
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)
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)
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.
Well, if they aren't there to begin with you certainly can't touch them now can you?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.
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.
Here is a post by a guerilla employee at GAF: http://www.ga-forum.com/showpost.php?p=1378245&postcount=71Mefisutoferesu said: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.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.