http://www.youtube.com/watch?v=WyNSJHafxrA
1:20 ~ 1:35
It seems that Epic only said 4 times performance of "previously avaliable platform"?
However, on Jan.27 (only 1.5 month before ipad 2 release) the ipad2 development kits may be "avaliable" for Epic:smile:?
If NGP uses SGX543 MP4 @ 400 MHz (which was reported more than a year ago), it may have 4 times raw performance of ipad2's GPU...?
Most articles about that quote also stated that Mark Rein specifically clarified that iPad2 was not included in that claim.
http://www.youtube.com/watch?v=WyNSJHafxrA
1:20 ~ 1:35
It seems that Epic only said 4 times performance of "previously avaliable platform"?
Overanalyzing stuff like that doesn't lead anywhere. What do you want to understand under "available"?However, on Jan.27 (only 1.5 month before ipad 2 release) the ipad2 development kits may be "avaliable" for Epic:smile:?
Look insiders here have already given a few indications how it performs against a C50@280MHz. In some applications the MP4 is by N margin more efficient and that makes sense given a 200MHz frequency and the TBDR advantages. At 400MHz they would have said that it trounces the C50 across the board.If NGP uses SGX543 MP4 @ 400 MHz (which was reported more than a year ago), it may have 4 times raw performance of ipad2's GPU...?
It could mean many things, but I'd still like to think that they're comparing handhelds against handhelds or else apples against apples.
Overanalyzing stuff like that doesn't lead anywhere. What do you want to understand under "available"?
Look insiders here have already given a few indications how it performs against a C50@280MHz. In some applications the MP4 is by N margin more efficient and that makes sense given a 200MHz frequency and the TBDR advantages. At 400MHz they would have said that it trounces the C50 across the board.
Your agony seems though against an iPad2 in the end. John Carmack said (and I don't see why shouldn't agree with his notion) that NGP will survive even for the next generation of smart-phone designs because of NGPs low level API advantages. So instead of twisting thumbs here NGP will have a good runtime against SoCs like the OMAP5, Apple's "A6" and the likes. With the advent though in late 2012 or early 2013 of the ST Ericsson A9600 it'll be over IMHO.
More important Apple's devices aren't handheld gaming consoles and I haven't seen any >$9 games either in their application store or I've missed something. If SONY really wants to compete against Apple they'll battle them in the smart-phone/tablet field which they apparently already are doing.
I understand that many developers have had early kits for a long time, according to the article:It could mean many things, but I'd still like to think that they're comparing handhelds against handhelds or else apples against apples.
Overanalyzing stuff like that doesn't lead anywhere. What do you want to understand under "available"?
Look insiders here have already given a few indications how it performs against a C50@280MHz. In some applications the MP4 is by N margin more efficient and that makes sense given a 200MHz frequency and the TBDR advantages. At 400MHz they would have said that it trounces the C50 across the board.
Your agony seems though against an iPad2 in the end. John Carmack said (and I don't see why shouldn't agree with his notion) that NGP will survive even for the next generation of smart-phone designs because of NGPs low level API advantages. So instead of twisting thumbs here NGP will have a good runtime against SoCs like the OMAP5, Apple's "A6" and the likes. With the advent though in late 2012 or early 2013 of the ST Ericsson A9600 it'll be over IMHO.
More important Apple's devices aren't handheld gaming consoles and I haven't seen any >$9 games either in their application store or I've missed something. If SONY really wants to compete against Apple they'll battle them in the smart-phone/tablet field which they apparently already are doing.
I understand that many developers have had early kits for a long time, according to the article:
http://www.eurogamer.net/articles/2011-02-04-new-ngp-details-emerge-at-private-event
However, it is very interesting that the latest kit would have a "final GPU" inside it. What does the term "final GPU" mean?
If NGP uses 28 nm process in Taiwan, SONY may get small amount of 28 nm chips at this time for their latest developmet kits, and this may be accounted for the term "final GPU" (fabricated in 28 nm instead of 40 nm).
So NGP still have the chance to push its GPU toward 400 Mhz, and a 400 MHz GPU will have one more year of advantage against its competitors in the mobile market (which means late 2013?).
So NGP still have the chance to push its GPU toward 400 Mhz, and a 400 MHz GPU will have one more year of advantage against its competitors in the mobile market (which means late 2013?).
The source said the latter was "the WipEout HD PS3 engine running on PS3 with no changes to the art platform. That means full resolution, full 60 frames per second. It looks exactly the same as it does on PS3 – all the shader effects are in there".
With Sony urging developers to create releases that work across PS3 and NGP, the implications of this are significant. "They want us to do cross-platform," said the source, explaining that the submission process has been streamlined, with only a single submission required for a title on PSN and NGP.
? How is that scaling to 75%?
1280x720 = 921,600 pixels
960x540 = 518,400
So the NGP\PSP2 is rendering half the pixels just about.
I think I must be confused about something.
But am I right about the amount of pixels being rendered?
Scaling is different, you're right. I'm just kinda of confuzzled I guess with the numbers\logic.
NGP being 960 x 544 makes a lot of sense for playing PSP games & for making games that work with the PS3 & NGP
http://www.eurogamer.net/articles/2011-02-04-new-ngp-details-emerge-at-private-event
to me it seem like they are saying they want devs to make PSN games that work on PS3 & NGP & the fact that they said WipEout HD was the same game full resolution & 60FPS got me thinking they can make the PSN games 1080P & 720P just like always & the NGP will just render or downscale it to 960 x 540.
I don't believe it could be that simple. The architecture of the PS3 and NGP are very different, and while Sony did say that the art engine for Wipeout was the same, they also stated in GDC that it would be suggested to simplify the models, shaders, and textures to make them work on NGP
Sony staff demoed a handful of upcoming first-party NGP titles, including Uncharted, Little Deviants and WipEout. The source said the latter was "the WipEout HD PS3 engine running on PS3 with no changes to the art platform. That means full resolution, full 60 frames per second. It looks exactly the same as it does on PS3 – all the shader effects are in there".
With Sony urging developers to create releases that work across PS3 and NGP, the implications of this are significant. "They want us to do cross-platform," said the source, explaining that the submission process has been streamlined, with only a single submission required for a title on PSN and NGP.
And developers were told: "All games at launch available on flash [the physical storage medium] would also be on PSN."
However, Sony is also insisting that it "does not want exactly the same game" on NGP and PS3 – there "has to be a reason for the NGP title". "They want at least some kind of interactivity between the two versions with NGP-only extras," the source added.
The rumoured addition of 'cloud saving' – seen as key for enabling gamers to switch easily between a game on PS3 and NGP – was raised by developers, but SCEE would not officially confirm it.
The publisher also moved to reassure developers that the technical hurdles of cross-platform development were being kept as low as possible.
"Any shaders for PS3 stuff will just work," said the source. "We won't have to rewrite. What would have taken two-to-three months before looks like it could take just one-to-two weeks now. The architecture is obviously different, but it's the same development environment."
It won't be that simple for 'AAA' titles, but onQ's notion of targeting PSN titles as such isn't far-fetched. Download titles tend to be simpler, lower budget games, that'll be readily developed on middleware. Like Dungeon Defenders, available on handhelds for a while and coming to PS3. This game is a UE3 game and could run on both, and has been given an NGP port that is said to have taken just a week to get running on NGP (and obviosuly, targeting NGP after already designing specifically for next-gen consoles is going to be more work than if you targeted both NGP and PS3 at the same time). It's anticipated NGP players can play with PS3 players. Or Fat Princess. FP is also a UE3 game on PS3, but it needed a discrete PSP version. Fat Princess 2 could run in UE3 on PS3 and NGP, and just be the same game, same assets, running 720p or 1080p on PS3 to differentiate. That it wouldn't be maxxing out PS3's capabiltiles wouldn't be an issue. Most games don't much need to, and it's only the heavy hitters that need to squeeze that much juice. So going forwards, I think onQ is pretty much right here, that a lot of PSN titles can have straight to NGP ports, or rather target NGP and get straight to PS3 ports. If a game purchase ran on both devices, so you didn't have to buy it twice, that'd add a lot of gaming value to NGP. If you have to choose which version, that'd be decidedly rubbish!