... in the context of rendering. But the SPUs can do more. It's not the first time Carmack mentioned these traits.
They would better achieve consistent performances as they plan to actually sell their engine.
Rage and Doom 4 have to be a showcase on every system available.
For the rasterizer comment I wonder if J.C just simply mean the GPU.
I guess it may depend on what they are doing. I remember that insomiac (or naughty dog I'm unsure ) had to secure two SPU for I don't remember which game even if they most of the time need between 1 and 1.5. maybe some of the stuffs they do require to block some SPUs on top of extra gpu work done on the GPU and that is leveraging the playing field.So he may be talking about just the rasterizer then ? & not the actual framerates at which the game runs ?
And I wonder why he said the CPU is on the same level...we know the PS3's GPU is on the short side but its the cell that compensate for it most of the time & I believe that is the reason we see almost like to like games on PS3 & 360.
But because you'd have to mirror engine code and have multiple copies of textures in a multi-disc game, it's conceivable that the 360 version could need more space than the PS3 version.The "4 DVD part" is not from edge article, it's computer and videogame own comment
They are misslead, 4 dvd is more than a single layer BR.
The textures may be less compressed, but the PS3 has less overall texture memory available, so using a higher resolution texture may not be a smart move, since you would have to do a lot more texture streaming.The PS3 textures on Blu-ray are better because of the extra storage. So they may be trying to take advantage of the native strength of each platform. This is what I hope to see (He mentioned the SPUs have slightly more headroom in earlier interviews).
Carmack is talking about a snapshot of the build. We'll have to wait and see how their final system turns out.
But that's the problem. ID is a PC house in general, and Carmack has gone on record numerous times about how he prefers the 360's symmetrical architecture over the PS3 one because it's more similar to the PC, and thus easier for them to transition to for programming.I expected some bull**** after reading that article, but not this much.
People should really grow up and also give id the benefit of doubt. It's not like their PC programming was messy or lazy or ineffective so why do some of you expect them to suddenly turn into lamerz??
The textures may be less compressed, but the PS3 has less overall texture memory available, so using a higher resolution texture may not be a smart move, since you would have to do a lot more texture streaming.
I'm going to bet with mega-texturing you actually need less texture memory.
Rage extended virtualization to every surface, including non-terrain.
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.
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.
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.”
binaryc said:The problem is fragment processing on the RSX is significantly slower than on the 360 and virtual texturing uses a lot of fragment processing. Other parts of the engine, such as physics and AI run faster on the PS3, but anything that uses the GPU runs slower on the PS3.
Brian from id Software posted this over at Shacknews...not that anyone paid attention.