function said:Vaan, please don't post huge retarded smilies like that. You can see no-one else is doing it!
It's a very funny thing here at Spain....
function said:Vaan, please don't post huge retarded smilies like that. You can see no-one else is doing it!
Apoc said:function said:Vaan, please don't post huge retarded smilies like that. You can see no-one else is doing it!
It's a very funny thing here at Spain....
eDoshin said:Apoc said:function said:Vaan, please don't post huge retarded smilies like that. You can see no-one else is doing it!
It's a very funny thing here at Spain....
Doesn't take too much to entertain u there huh
jimpo said:Something I don't really understand....
- Xbox2 has insanely wide bandwidth to 10MB of EDRAM. This will give them free 4xAA in HDTV resolutions + other really incredible performance benefits
- PS2 had 4MB of EDRAM with insanely wide (in 1999 standards) bandwidth. Having any kind of AA in PS2 games seemed to be a major pain in the ass for developers. Also, judging by the games, I fail to see what kind of killer features, compared to Xbox1 technology, PS2's EDRAM offered? (just a man-of-the-street's view of that, my technical knowledge in the subject is real weak)
So how come Xbox2's EDRAM seems to have much bigger benefits than Ps2's EDRAM?
jimpo said:Something I don't really understand....
- Xbox2 has insanely wide bandwidth to 10MB of EDRAM. This will give them free 4xAA in HDTV resolutions + other really incredible performance benefits
- PS2 had 4MB of EDRAM with insanely wide (in 1999 standards) bandwidth. Having any kind of AA in PS2 games seemed to be a major pain in the ass for developers. Also, judging by the games, I fail to see what kind of killer features, compared to Xbox1 technology, PS2's EDRAM offered? (just a man-of-the-street's view of that, my technical knowledge in the subject is real weak)
So how come Xbox2's EDRAM seems to have much bigger benefits than Ps2's EDRAM?
jimpo said:Something I don't really understand....
- Xbox2 has insanely wide bandwidth to 10MB of EDRAM. This will give them free 4xAA in HDTV resolutions + other really incredible performance benefits
- PS2 had 4MB of EDRAM with insanely wide (in 1999 standards) bandwidth. Having any kind of AA in PS2 games seemed to be a major pain in the ass for developers. Also, judging by the games, I fail to see what kind of killer features, compared to Xbox1 technology, PS2's EDRAM offered? (just a man-of-the-street's view of that, my technical knowledge in the subject is real weak)
So how come Xbox2's EDRAM seems to have much bigger benefits than Ps2's EDRAM?
Shifty Geezer said:Was PS2 the first gaming application of eDRAM? Were it's limitations a result of the ideas not really being tried elsewhere, or bad design (Sony or Toshiba wasn't it) that didn't learn from other's application?
Honda: What kind of power does Entertainment Computer need?
Kutaragi: The approach where improving computing performance as much as possible and combining GPU with it is just connect a PC with a TV and redesign packaging of a case, that is not new as a concept. XBOX was such a game console in its first generation too. But we want to create the future which was previously impossible by expanding computer entertainment more than ever before. At the press conference we showed the demo of ducks driven by physics simulation, it's just about generating a virtual world in PS3.
For us it's very acceptable that Microsoft invests in this area. But just upping output resolution of a conventional game console and improving graphics power don't expand the world of game consoles as of today. This is only XBOX 1.5 rather than a next-generation XBOX. Rather than replacing what existent game console vendors have been doing with high-performance hardware, I want them to find a totally new field by their own originality. If they do so, we can expand the world of computer entertainment together.
JF_Aidan_Pryde said:How much memory is needed to store a 1280 x 720 buffer for multi-sampling AA? Is it just 10280x720x4bytes? So for supersampling you need 4x more memory?
wco81 said:Honda: What kind of power does Entertainment Computer need?
Kutaragi: The approach where improving computing performance as much as possible and combining GPU with it is just connect a PC with a TV and redesign packaging of a case, that is not new as a concept. XBOX was such a game console in its first generation too. But we want to create the future which was previously impossible by expanding computer entertainment more than ever before. At the press conference we showed the demo of ducks driven by physics simulation, it's just about generating a virtual world in PS3.
Now whether games developers and publishers share KK's vision and exploit the capabilities of his PS3 remains to be seen. They are more likely to extend graphics performance rather than extend the notion of what gaming could be.
Not all of them. 3Dlabs' Superscene AA uses a combination of a preallocated, fixed size buffer, with room for 2, 4, 8, or 16 samples per-pixel (customisable in the driver applet), and spills any additional samples that need to be stored into a dynamically allocated buffer. There's been some speculation, based on a few ATI patents, among other things, that the 360 chip may do something similar, possibly spilling additional samples to main memory (with some clever buffering scheme to mask any latency issues).All known implementations MSAA and SSAA require the same amount of frame buffer memory.
Always, or only under certain circumstances?DaveBaumann said:I've already mentioned that it tiles.
Xmas said:Always, or only under certain circumstances?DaveBaumann said:I've already mentioned that it tiles.