L. Scofield
Veteran
The specular highlights give it away. Plus, HDR is like the signature effect for this gen.? How can you tell?
The specular highlights give it away. Plus, HDR is like the signature effect for this gen.? How can you tell?
Brian Karis links to my LogLUV post while pointing out that there’s another kid in town: RGBM color encoding. In fact, we are using a version of RGBM (different from Brian’s), not LogLUV, to represent HDR in God of War III. A third version of RGBM is described by Malte Clasen in HDR values in 8 bit RGBA pixels.
DiRT2 DEMO
360 http://zoome.jp/ps360/diary/350/
PS3 http://zoome.jp/ps360/diary/351/
360 AVG(29.942) Tearing( 1.729%) Low(29.0)
PS3 AVG(29.833) Tearing(20.261) Low(28.0)
DiRT DEMO
360 AVG(29.059) Tearing(30.984%) Low(25.5)
PS3 AVG(28.548) Tearing(35.166%) Low(25.0)
Jeez the tearing difference is absurd in the ps3 demo... what the hell going on codemaster? In theory the ps3 is more suitable for the vsync ...
In theory the ps3 is more suitable for the vsync ...
I think the engine was tailored for Cell and SPU. IIRC they mentioned this in old DIRT interviews. Maybe just the unified shaders doing their magic to help framerate.
Why not?! The triple buffering it isn't more common on the ps3 hardware than 360 because the 360 have the purpose to achieve steady fps to everything and the ps3 indeed uniform picture? Well probably I haven't used the correct terms but the substance is the same.Ummm...why?
Why not?! The triple buffering it isn't more common on the ps3 hardware than 360 because the 360 have the purpose to achieve steady fps to everything and the ps3 indeed uniform picture? Well probably I haven't used the correct terms but the substance is the same.
It's more of a hardware issue as the edram makes the triple buffer pretty much impossible to use.
Why not?! The triple buffering it isn't more common on the ps3 hardware than 360 because the 360 have the purpose to achieve steady fps to everything and the ps3 indeed uniform picture? Well probably I haven't used the correct terms but the substance is the same.
MazingerDUDE said:It's more of a hardware issue as the edram makes the triple buffer pretty much impossible to use.
You can triple buffer on 360, edram doesn't stop you from doing it. Typically you try to avoid it in some games because it adds input lag and it munches up more memory.
Is that so? Sicne, the edram can barely fit a single buffer, I thought processing 2 front buffers would have been problematic. Well, I haven't seen a single game using triple buffer on the 360 and, there're quite a few multi platform games that supports triple buffer only on the PS3. (ie. MT framework) I wonder what's the hold up?
You see more triple buffered games on PS3 because the PS3 render hardware is slower, so you needed three buffers to try to minimize tear. No I don't want to argue that point anymore, you either believe it or you don't and we'll leave it at that A triple buffered game on PS3 will run double buffered just fine on the 360, so on 360 it's better to spend that 3rd buffer memory elsewhere, like on better textures.
Maybe that's the case for some, but not for all. The games like Burnout Paradise does double buffer with v-lock on the 360, so when the frame rate dips below 60, it will go 30 making it much more noticeable than the PS3.
Also, if you look at the CryEngine 3 tech demo, it is running well below 30 (20~25 most time), so it tears constantly on the 360. I can trust you that the triple buffer is not impossible on the 360 after all , but wouldn't there be a reason for being not so popular on the 360?
BTW, Uncharted2 uses triple buffer, and IMHO it's got better looking texture than most other games
ND are l33t Amazing artists can always do more with less.
They are PS3 developers, maybe they also didn't know that you can triple buffer on 360 Just kidding, I don't know why they chose what they chose, you'd have to ask them.
It's mostly not needed on 360 versions of multi plat games since you can hit parity to the PS3 build without it. Why take the memory hit and input lag hit if you don't need to? CryEngine 3 is still a work in progress so performance talk about it is probably premature at this point. But input lag on a triple buffered 30fps game can be measurable, so often it's avoided unless your game is input lag tolerant due to auto aiming or some other mechanic.
Both machines can use vsync, or not use vsync. On PS3 because of the tight integration of the cpu in gpu tasks, sometimes it's easier to just vsync to help deal with synchronization issues.
You can triple buffer on 360, edram doesn't stop you from doing it. Typically you try to avoid it in some games because it adds input lag and it munches up more memory.