I'm wondering if they're currently vertex limited on the PS3 and they are working towards moving the vertex load away from the RSX and onto the SPUs.
The RSX is slower than what we have in the 360. The CPU is about the same, but the 360 makes it easier to split things off, and that's what a lot of the work has been, splitting it all into jobs on the PS3.
The problem is here that we have absolutely no context to the comments made in Edge, yet Internet sites such as NeoGAF still have half of their membership having breakdowns over it, with the other half barracking them on. Very funny when this type of thing happens.
I can't read the original Edge source because for about week now the website comes up as apperently undergoing maintenance, through IE8, Firefox, and Google+TinyURL links. Anyone else having that problem?
http://www.gamezine.co.uk/news/games/r/rage/carmack-rage-faster-on-xbox-360-and-pc-$1315438.htm
The editor of that CVG article was either unprofessional or being extremely selective in quoting.
Didn't think a respectable website like CVG would manipulate some words from a dev just to what, generate hits?You're being too kind.
Didn't think a respectable website like CVG would manipulate some words from a dev just to what, generate hits?
We keep hearing about this, and comments about Carmack being a PC developer, etc. So what the hell did he hire Olick for? Surely the whole purpose of that was to get the core of the engine running well on the PS3? Of course we know that RSX is slightly weaker than Xenos, but not 40fps weaker.
id Tech 6 will use a more advanced technique that builds upon the MegaTexture idea and virtualizes both the geometry and the textures to obtain unique geometry down to the equivalent of the texel: the Sparse Voxel Octree (SVO). It works by raycasting the geometry represented by voxels (instead of triangles) stored in an octree. The goal being to be able to stream parts of the octree into video memory, going further down along the tree for nearby objects to give them more details, and to use higher level, larger voxels for further objects, which give an automatic level of detail (LOD) system for both geometry and textures at the same time. The geometric detail that can be obtained using this method is nearly infinite, which removes the need for faking 3-dimensional details with techniques such as normal mapping. Despite that most Voxel rendering tests use very large amounts of memory (up to several Gb), Jon Olick of id Software claimed it's able to compress such SVO to 1.15 bits per voxel of position data.
The main drawback of the Sparse Voxel Octree is the need for fast updating of the octree in order to represent dynamic objects. However, Jon Olick gave examples of alternatives which would not require this, but cautioned that their use would probably be better suited for id Tech 7. For id Tech 6, SVO will therefore be used for representing static geometry such as terrains and buildings. Dynamic objects such as vehicles and characters will be represented by rasterized polygons as is the case in most 3D games today.
Or the PS3 platform can't handle the game!I think that if they hit 60hz but had to lower the resolution or in some other way make significant compromises that they then have proven they can´t handle the PS3 platform.
I guess that the interview with carmack has him describing where they are with the game and the different versions. Could be in context with why they plan for a 2010 release and him giving some good examples
I think that if they hit 60hz but had to lower the resolution or in some other way make significant compromises that they then have proven they can´t handle the PS3 platform. I hope they have someone else on the team with the needed knowledge, and i wonder why they let the other one go?
Sigh, people are saying they want them all to be 60Hrz, which is not the same as 60fps. I'm not stupid...but they're the same right?
Sigh, people are saying they want them all to be 60Hrz, which is not the same as 60fps. I'm not stupid...but they're the same right?
Hertz is cycles per second, or in the case of images you could say frames per second. Of course you can have a 30fps game displayed at 60Hz
Hertz is cycles per second, or in the case of images you could say frames per second. Of course you can have a 30fps game displayed at 60Hz
Sigh, people are saying they want them all to be 60Hrz, which is not the same as 60fps. I'm not stupid...but they're the same right?
EDGE said:As part of our look at id’s new multiformat shooter-cum-driver Rage featured in the new issue of Edge, out in UK shops on Monday, we saw that the frame rate of the PS3 version currently lags some way behind the 360’s.
The 360 version matches the PC’s 60 FPS while the PS3’s framerate runs at just 20-30 FPS. “The PS3 does lag a little bit behind in terms of getting the performance out of it,” Carmack acknowledges.
“The rasteriser is just a little bit slower – no two ways about that. The RSX is slower than what we have in the 360. Processing wise, the main CPU is about the same, but the 360 makes it easier to split things off, and that’s where a lot of the work has been, splitting it all into jobs on the PS3.”
He is, however, confident that the PS3 version will match that of all other supported platforms: “Everything is designed as a 60 hertz game. We expect this to be 60 hertz on every supported platform.”
“The work remaining is getting it locked so there’s never a dropped frame or a tear, but we’re confident that we’re going to get that.”