Rebel Strike gone GOLD!

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Li Mu Bai said:
DeathKnight said:
clem64 said:
Please explain how. Do the NV2A or the GS handle some of the animation? If not, then how are non-animated objects better for Flipper?
Both the NV2A and the PS2's vector units handle vertex manipulation and animation a lot better than the Cube. I'm not sure whether the PS2's vector units are as robust as the vertex units in the NV2A in practice though. The Cube will have to fall back on Gekko for vertex manipulation, and with an excessive amount it'll choke. Flipper's upside is that it's able to do a fair amount of static T&L.

I understand technically, but my question still stands.

Why? DeathKnight summed it up nicely.
 
Because Zurich, there are no software examples of either the EE nor the NV2A approaching those numbers, (including particle effects, AI, self-shadowing, 12mpps, extensive bumpmapping, per-pixel lighting & shadowing, 60fps, etc.) & there are no shortage of SW games on either console. I would just like to see a comparative software example.
 
overclocked said:
Compared to the Xbox where you have a more powerful CPU than GC(although theres been many that consider them as equal i dont think it is) you have the twin vertexshaders that maniulate the vertexes/polys and then the powerfull pixelshaders.

Why wouldn't the GC's CPU be just as powerful? Look up paired singles.
 
Tagrineth said:
overclocked said:
Compared to the Xbox where you have a more powerful CPU than GC(although theres been many that consider them as equal i dont think it is) you have the twin vertexshaders that maniulate the vertexes/polys and then the powerfull pixelshaders.

Why wouldn't the GC's CPU be just as powerful? Look up paired singles.

Indeed, an unaltered 733mhz Celeron CISC processor vs. a native RISC PowerPC 750CXe microprocessor with the addition of close to 40 new gaming specific instructions. Due to the fetch/decoding stages of the pipeline, a RISC clocked at 400mhz is equivalent to a Pentium clocked at 700mhz or above, not to mention the difference in GPRs. So where is the advantage exactly?
 
Zurich tell me if the NV2A, or the EE could pull of 120 "animated" ties all at 60fps?
I don't know how is tie supposed to be animated to begin with, but ZoE2 on PS2 displays probably a lot more than 120 enemies on the screen at the same time, all with huge explosions and various effects. However, they are not animated either, and are quite simple looking.
 
I think there have been tests done and the Xbox's CPU is indeed more powerful than Cube's CPU (people still cling to the RISC vs CISC garbage). The fact of the matter is is that the Xbox and PS2 don't have to fall back on their general-use CPU's for heavy vertex manipulaton and processing whereas the Cube does. Making the Gekko perform numerous vertex processes eats up precious clock cycles that could be better spent on things like phyiscs, AI, and game-code execution.
 
I just checked out ChryZ link. RS3 looks absolutely eye-popping in quality and detail. Simply gorgeous!
 
Indeed, an unaltered 733mhz Celeron CISC processor vs. a native RISC PowerPC 750CXe microprocessor with the addition of close to 40 new gaming specific instructions. Due to the fetch/decoding stages of the pipeline, a RISC clocked at 400mhz is equivalent to a Pentium clocked at 700mhz or above, not to mention the difference in GPRs. So where is the advantage exactly?

If my memory not fails me i think the GC`s cpu is clocked at 485Mhz/256KB L2 and the Celeron is at 733Mhz/128KB L2. And the RISC over CISC debate has gone forever and could do here too so we just leave it there. There have been this talked on very old threads so you can look there.
If i back a step and say that both cpu´s are equal and then answer why Gekko would "chocke" as the qustion was. I say it´s because Gekko has to do the nasty vertexmanipulation in cost of AI and sending geometry information too Flipper etz etz.. Wheres Xbox cpu "just" need to do AI, and let the vertex pipeline do the rest(simply speaking of course).

Can we now please go on and talk about Rebel Strike :)
Thoose pictures OMG :!: :oops:
 
Yeesh. I'm not saying that the Tie's SHOULD be animated, I'm saying that they aren't, hence the insane number of them at a slick framerate. Perhaps if there were 100+ Zaku's on screen going to town with their Heat Hawk.. now that'd be something! :D

Anyhow, my original point was that the demo disc left me horribly unimpressed and it'll probably be a renter, even if that. I'm talking serious 5/10 in the gameplay department here heh.
 
DeathKnight said:
I think there have been tests done and the Xbox's CPU is indeed more powerful than Cube's CPU (people still cling to the RISC vs CISC garbage). The fact of the matter is is that the Xbox and PS2 don't have to fall back on their general-use CPU's for heavy vertex manipulaton and processing whereas the Cube does. Making the Gekko perform numerous vertex processes eats up precious clock cycles that could be better spent on things like phyiscs, AI, and game-code execution.

A link to these tests? As well as examples of the Gekko choking, or unable to handle the vertex processes?
 
DeathKnight said:
I think there have been tests done and the Xbox's CPU is indeed more powerful than Cube's CPU (people still cling to the RISC vs CISC garbage). The fact of the matter is is that the Xbox and PS2 don't have to fall back on their general-use CPU's for heavy vertex manipulaton and processing whereas the Cube does. Making the Gekko perform numerous vertex processes eats up precious clock cycles that could be better spent on things like phyiscs, AI, and game-code execution.

Those tests may not have been using paired singles... they more or less double the Gekko's processing power. Basically Gekko can do two 32-bit operations in parallel, not just one. 8) Or at least, that's what I've always understood of its operation, I may have misunderstood something down the line.
 
overclocked said:
...I say it´s because Gekko has to do the nasty vertexmanipulation in cost of AI and sending geometry information too Flipper etz etz.. Wheres Xbox cpu "just" need to do AI, and let the vertex pipeline do the rest(simply speaking of course).

And I say that any vertex manipulation Gekko has to do isn't "nasty" because counting the paired-singles, the vertex compression and the memory latency, it was designed to, and is in a very good position to do it.

Of course I would say that the Xbox vertex shaders have an undeniable advantage in many vertex operatons over any spare power of the Gekko, but in the case of the PS2 at least I don't thinks its fair to compare the Gekko to the VU* since that isn't counting that they are doing things the fixed T&L of the Flipper would mostly be handling.
 
And I say that any vertex manipulation Gekko has to do isn't "nasty" because counting the paired-singles, the vertex compression and the memory latency, it was designed to, and is in a very good position to do it.

Yes it´s pretty good "relative", but you can´t compare a CPU to dedicated hardware aka nV2A´s vertex pipes. And secondly i atleast think that "most" vertex handling by the Gekko is "nasty" but when we have guys like Factor 5 that pushes the GC´s hardware to the limit as Rebel Strike does i think that comparing Cpu1/Cpu2 don´t do anything justice as we cannot know more of limitations if F5 don´t tell us.

Of course I would say that the Xbox vertex shaders have an undeniable advantage in many vertex operatons over any spare power of the Gekko, but in the case of the PS2 at least I don't thinks its fair to compare the Gekko to the VU* since that isn't counting that they are doing things the fixed T&L of the Flipper would mostly be handling.

Agreed, it´s up to the programmers to make best use of the hardware and i must say that there are few that really does.
 
First, i have to say RS3 is definitly a must have for me (ouch, the vids & images are terrific).
Second, the technical debate is interesting (even if we had it for 1000 time on this forum ! :p )

But look, at a moment i say : enough !

The fact is RS3 is on GCN, so the question of knowing if it would be better on another console is pointless !

More, as we can view now, it certainly won't be surpassed this gen on any console in this genre (anyone knows a project that could do better !?). And it is on GCN.

My point is : when console are launched, we all can have debate (and are definitly legitimate) on their power with very technical points (ah ERP's and Faladala's posts ...) to try to guess which will have the best potential to give us cute games.

But now we have games of 3rd (and even 4th gen on PS2) and the quality of the games certainly won't improve much as from now.
I think PS2 is not far from its "real world" limit and that GCN and Xbox have still a little progression in front of them.

To sum up, i'd say that discussions like "this console does that better, etc." are pointless from now because we simply can look at the games to build a scale of value ... Theory is fine when you don't know what to expect, but know we have the "real" world ...
 
Anyone hear any more about that rumour IGN posted about RL1/2/3 coming to Xbox next year on one DVD?
 
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