It's difficult to make any blanket statements about the PS3 and 360 in terms of performance.
Finally a voice of reason
Some people forget just how old and crappy both systems are
QFT
It's difficult to make any blanket statements about the PS3 and 360 in terms of performance.
Some people forget just how old and crappy both systems are
Well, there goes my vacation. :|
*hugs*
So if both platforms are using the same alpha systems for foliage, what makes it so much worse on the ps3? The QAA I assume, compared to 2x MSAA cleaning up the image on the 360?
It would be fewer polygons to render, for instance. (pardon the pun) Though I find it difficult to believe grass itself is difficult... might be a combination of things (rest of the scene, lighting the grass, fillrate, bandwidth...) - grass being the easiest to remove. *shrug*And why so much less foliage on the ps3?
It's difficult to make any blanket statements about the PS3 and 360 in terms of performance.
However, when it comes to PS3 exclusives, there is a fairly significant difference.
The PS3 architecture lends itself to rendering multiple frames in parallel. The SPUs can certainly help out with rendering, but what few people realise is that this often occurs in parallel with RSX.
For example, while frame X+1 is rendering, the post processing for frame X is occurring on the SPUs. This form of parallelism fundamentally cannot be done on the 360 and is simply not needed. This is clearly very hard to implement when writing a multiplatform engine.
On top of that, the SPUs are often used to do vertex processing for the RSX (Well, you basically have to). This actually takes a huge chunk of total SPU time (I believe it's around 40% for uncharted 2). Combine that with other tasks (shader constant patching, etc) and you have be very very careful in how a rendering architecture is setup to prevent stalls.
Naturally, if you are only working with the PS3 you can tailor to it a lot more.
On the other hand, the 360 has issues with memory latency. The GPU has a fairly small texture cache - and if you overrun it, the hit is usually pretty huge. Things like that. But it's more likely to get good performance from 'dumb' code. (I hesitate to use that word, as it's still very difficult thing to do - ps: anyone who utters the term 'lazy' doesn't know what they are talking about)
With all due respect, Graham, how smart developers are and how hard they work has no bearing on a technical discussion (note that this applies to lazy devs comments too). All we have to judge whether they did a good job or not is on the end result.At the end of the day, I can bet you that some exceptionally smart people worked exceptionally hard for an exceptionally long time getting both the PS3 and 360 looking and running as good as they do. Some people forget just how old and crappy both systems are
Question:
The term "open world" is used alot is it defined somewhere tecnically? Does your gamespace have to be > a finite sqkm before it is defined as such?
Well, there goes my vacation. :|
*hugs*
True/ But sadly there's very little more technical information that can be brought to the table. Without seeing their code, or watching a presentation describing their engine, we don't know what limits they are hitting in these boxes and can't speculate as to whether those limits could be addressed in other ways. eg. We know about PS3's MSAA limits and why it typically lacked the same level of AA in cross-platform titles, but we never had the opportunity to look at SPU usage and consider theoretical alternative AA strategies. Now we have MLAA and we can start speculating if a cross-platform game like RDR could feature it, but without knowing how their SPU code runs, we can't fairly comment. Some claim they should be using SPUs to do MLAA. Some claim the SPUs are tied up with just rendering the game as it. We can't be sure either way, and a lot of discussion is thus faith-based.The only new information that can be brought to the table is in regards to the evolving multi-plat game landscape. But we dismiss this new information under the heading of 'they made different decisions and are justified in doing so'. The first part is a given, but the second part we accept as an article of faith. We see it claimed so often, but don't see it backed up. Rather, what we do see is circular logic repeating how justified the technical compromises are based on the architectural differences of the systems. Without facts, what we have isn't a technical discussion but rather opinion layered on opinion.
Offhand, I think there's two importnat components to a game being "open world". One is streaming rather than loading sections, for a continuous progression, and the other is the possibiltt to turn, face and move in any direction at any given time for a decent distance, such that the engine has to be capable of you running two blocks north, east, south or west at any point, in contrast to a game that knows you can only move north as the other directions have been conveniently blocked with rubble.
Games like Uncharted 2 know where the player is going, so can allocate more resources to any given are. A game that's open world like GTA won't box the player in so much, so the engine has to worry about far more possibilities and so be unable to provide as much detail to a given area (until we get Megatexture!).
The assumption that this certain game could have been done significantly better (ie. at 720p resolution) on the PS3, but Rockstar has not cared / is incompetent, is just as much speculation, too.
Yet some people state it as a fact and pull out some crazy explanations and conclusions to justify this point. That is what I have a problem with.
Would a multiplayer map be considered "open world", ie a multiplayer map from BFBC2? Or is it just not big enough?
Which was a major contributing factor to the crappiness of this thread, and other similar major game discussions.Yet some people state it as a fact and pull out some crazy explanations and conclusions to justify this point.
Not big enough. Though 'big enough' is the wrong term. You could have an area the size of, say, the largerst MAG map, but full of building you can visit full of unique content you can use. You couldn't fit all of that in memory at once, so the engine would have to fetch the bits of the world you could see as you come across them. Walk down a street and it needs load in any of the buildings either side of you whether you enter them or not, because you don't want 5 seconds standing in the doorway as it loads. And then as the junction it needs to have every road available to show you, and then the houses you may enter, or the street behind you if you turn around. In contrast, a great big map of streets that form a simple grid, with no house interiors and repetitive exteriors, requires a much simpler engine and the developers could fit more detail into a less varied set of assets.Would a multiplayer map be considered "open world", ie a multiplayer map from BFBC2? Or is it just not big enough?