http://www.avsforum.com/avs-vb/showthread.php?t=773344&page=2&pp=30
http://www.avsforum.com/avs-vb/showthread.php?t=774032&page=3&pp=30
There's this guy named joker454 who claims to be real dev who has experience at work with both the Xbox 360 and the PS3. He clearly knows something about the nature of these two systems as he's pretty competent about them and has not made any obvious errors. However, he also makes some dubious sweeping claims which may mark him as a fake. Unfortunately, my own knowledge of this subject is not nearly enough to judge him, so I'm hoping someone else can look at it themselves. Here are some statements of his that I've find interesting:
The only thing I can definitely say is wrong is the last quote, since we have a dev (Deano?) who's working on a game that gets around the problem. As for the others, I'm getting a few hints that it may be wrong or it doesn't add up, but I'm not knowledgable enough to definitely put my foot down.
Mod:
Just to make sure everyone sees this, there're as of now special rules in this thread to improve the S/N ratio. They can be found here
http://www.avsforum.com/avs-vb/showthread.php?t=774032&page=3&pp=30
There's this guy named joker454 who claims to be real dev who has experience at work with both the Xbox 360 and the PS3. He clearly knows something about the nature of these two systems as he's pretty competent about them and has not made any obvious errors. However, he also makes some dubious sweeping claims which may mark him as a fake. Unfortunately, my own knowledge of this subject is not nearly enough to judge him, so I'm hoping someone else can look at it themselves. Here are some statements of his that I've find interesting:
"I'm a programmer I assure you, been one for 12 years in the games industry. No, I can't say my employers name because my comments could be construed as representing their opinion, which would get me into trouble."
"That's fine, they probably have played games I've programmed on, especially if they are into sports games"
"There are *very* few instances where one would pick the PS3 gpu over the 360's because the PS3's gpu is weak compared to 360's. That's not just my opinion, ask other devs how they feel about it. Sony chose poorly when they chose the video hardware. Performance wise, the 360's video will out render the PS3's everytime if you feed it the same 3d scene. The only way to make the PS3 keep pace is to leverage its spu's to preprocess your 3d scene."
"I have a shader that needs 8 vertex inputs, Position, Normal, Color, and Texcoord1 thru Texcoord5. Assume all inputs are packed (ie, .x, .y, .z and .w are all used). Further, I need this shader to be applied to a mass of 100 enemies that are all close to the camera (and hence using their best lod) and are 5000 verticies each. Or if you prefer, imagine that it needs to be used on a 3d scene of 500,000 verts. These scenarios are quite common, and they *kill* RSX performance. If you don't believe me, just read the RSX docs, its right in there and it literally says "this kills RSX performance". The only way to accommodate these scenarios is to precull using the spu's. If you just rely on the RSX to do it for you, then you will never match the xenon's framerate, period. This isn't conjecture or opinion, its hardware design fact. Again, I encourage you to read the RSX docs as well as PS3 dev forums, I'm not the only one complaining about this."
"I'm a 360/PS3 programmer by trade, focusing on graphics and optimization. It's fairly rare that I post, but I just got off a long crunch and have been browsing the forums more than normal to unwind Incidentally most of that crunch was spent trying to get the PS3 to match the 360's frame rate. It falls short, but it hits 30fps so we're ok.
The Gran Turismo image posted above is a good shot, but its a testament to the talent of the dev crew, not just the hardware. Vertex/pixel shaders are written in HLSL and can be compiled to run on either PS3/360 although you can tweak them to suit the console. I guess my point here is that if you take that same vehicle 3d model and those same shaders that make it look all pretty, and compile/run them on the 360, it will look the same and run at a higher framerate than on the PS3. This is because the PS3's gpu isn't as good as the 360's."
"I'm assuming you also know that the PS3's vertex processing units are terrible, since each extra vertex shader input ads one cycle of delay. Likewise, you probably also know that the only way currently around this limitation on PS3 is to use the spu's to preprocess all geometry by backface culling them first on cell before feeding them to the gpu. But then you are still stuck with other PS3 gpu limitations, such as not being able to do anti aliasing with floating point render targets so you can't have MSAA and HDR simultaneously."
"The vertex pipeline doesn't matter when you have to waste one cycle per vertex input. In other words, the gpu stalls untill it can fetch all the data it needs before it can even start executing the vertex shader. Why is this important? Because next gen games needs lots of lookup maps to look nice, which means lots of u/v coordinates and other data that needs to be passed to the vertex shader, ie, lots of inputs. In RSX's case, that means gpu stalls. This is the RSX's well known achiles heel and is well documented. The only known work around at the moment is to use the cell spu's as another 'gpu', in this case a culling gpu, to limit the number of verts actually sent to the RSX. Whether or not RSX+SPU culling will help PS3 meet or exceed xenon's gpu performance isn't known at this point."
"You don't think no msaa with floating point buffers isn't a huge limitation? There are other color spaces, but they are useless to me. I don't need 8/8/8/8 int. I need 8/8/8/8 float. In RSX's case you have no choice but to use FP16 (16/16/16/16), compared to FP8 on xenon. So you are forced to move around twice the memory on RSX if you want a floating point buffer, which means less framerate. Just try it! I'll assume your a game dev. Switch your PS3 game from FP16 to an 8/8/8/8 int format and see your framerate jump. Of course, you'll have to forgo HDR on your shipping title, but you can then do msaa. Or, go back to FP16 since HDR looks so cool, but oh ya, you then have to turn off msaa. I just don't have these headaches on 360, but I have to deal with them PS3."
The only thing I can definitely say is wrong is the last quote, since we have a dev (Deano?) who's working on a game that gets around the problem. As for the others, I'm getting a few hints that it may be wrong or it doesn't add up, but I'm not knowledgable enough to definitely put my foot down.
Mod:
Just to make sure everyone sees this, there're as of now special rules in this thread to improve the S/N ratio. They can be found here