Megadrive1988
Veteran
Well, NGP runs at nearly half the resolution of 720p, the MGS4 scene was also running at a lower frame-rate (a 3rd lower). It was very impressive though.
Seeing those examples doesn't physically make the system as powerful as PS3. However, in it's own right the architecture is very sophisticated and has many perks from the perspective of advanced shader effects and performance/efficiency.
The NGP architecture is almost certainly easier to program for, looking at the general consensus on ARM/PowerVr technology, compared to the Cell BE. MGS4 doesn't take advantage of the PS3's hardware to nearly the extent of later titles. If we start throwing in SSAO, sophisticated global illumination, lot's of physical simulations and so on, we probably wouldn't expect the same performance, even in a cut-scene...
Personally, I think the NGP's architecture should be considered on it's own merits. Developers can often produce much more from the hardware than we see in games, and hand-helds themselves give another set of opportunities to get the best out of the confines of the technology. Right now, I wouldn't be surprised if better results than MGS4 are produced on a handheld now in 2011, considering it was an engine developed in 2005 and the first time the team made a production based on shader based architecture, or anything near as complex as PS3.
Also bear in mind, they would have had to make significant considerations to the engine running on completely different rendering and processing architecture, giving rise to an opportunity to tailor the tech demo/scene for the portable.
Exactly.
Is NGP as powerful as a PS3? No way, but it should get results alot closer to HD console graphics on a smaller scale than what the raw spec suggest.
Anyone have a clue as to how many FLOPs the quad core CPU puts out ?