Top developers slam PS3 "broken" allegations

60 fps

Hardknock said:
Please show me the list of PS3 games that are "pushing easily 60 fps with loads of detail" because I haven't seen them.

So far games on both systems have been graphically on par with each other. A couple EA games are said to run better on 360 but that could be due to any number of things. Definitely too soon to make any kind of reasonable conclusions.

Resistance has 60fps and loads of details and also loads of actions so we can see what PS3 power can have.

But even Resistance has many weakness. I feel artistic direction is not so great (PS2 killzone is much better), characters do not have too much self-shadow, and grass patch is very simple. Also some buildings have same design and same damages. But also game is not finished.

I think most beautiful game for PS3 is Heavenly Sword and this has amazing lightings and shadows but is not 60fps, only 30fps. But it is much better than Gears of War. I think maybe this is also because Xenos is new design so developer is not so experienced with Xenos but RSX is normal design and developers have knowledge of RSX type GPU.
 
ihamoitc2005 said:
Resistance has 60fps and loads of details and also loads of actions so we can see what PS3 power can have. ....
nope

Resistance ran (at E3) 30FPS in SP, only multiplayer (less effects) is 60fps
 
I cant believe some people are discussing this after many developers' statements (even from the ones posting here), and some amazing footage that has been shown.
 
Tap In said:
nope

Resistance ran (at E3) 30FPS in SP, only multiplayer (less effects) is 60fps

30FPS?.

Didn't a dev. rep. in a interview say they aimed for 1080p at 60FPS since it already ran in 1080p but only 30FPS and ran 60FPS in 720p both in SP and MP?.

But these days there is so much "hummen" going around, so who really knows except the devs themselfs?, it's hard to know for anyone outside the teams.
 
MrWibble said:
No, I was responding to a single point being made, which was that bandwidth would be a bottleneck for doing "vertex shading" on Cell.
Then what's up with your example? "position, normal, tangent, a UV-coord and a colour" needs quite a bit of vertex shading on it in order to do anything useful in the pixel shader (and I'm still wondering how you fit all that into 2 attributes). Just because you quoted a paragraph doesn't mean it wasn't out of context. That post started with the sentence "The biggest problem with Cell offloading vertex work...". That was the scope of the post. Cell taking on vertex shading duties.

It was a self contained point, and I quoted it entirely - it was not out of context. You went on to claim based on some of this, that Cell wouldn't be used to do geometry work except for decompression. I'm going to flat out disagree with that, because in practice we're using it for a lot more.
Again, I'm talking about the so called "Cell-RSX cooperation", where Sony reps are talking about how RSX controls SPEs. Other geometry work done by Cell is different. There's nothing special about a CPU doing geometry work, and we see it on the PC everyday. We don't call that "Athlon-G70 cooperation" or anything. I'm talking about this special control of SPE's that RSX has, and that's why I quoted it that way. I'd certainly like to know more about it, so please elucidate me, but it sounds a lot like the special XPS (XBox Procedural Synthesis) feature of XB360 that MS made some hooplah about with the L2 cache locking and such, except that RSX has more power to tap into than Xenos.

And don't be an ass by putting words in my mouth. I said "I think "Cell-RSX cooperation" will be used more for saving space than accelerating performance". That is an opinion qualified by "I think" and "more for", and is a far cry from the hard claim of "Cell wouldn't be used to do geometry work except for decompression" where you also assume I'm encompassing all of Cell's uses. I have a lot of respect for your knowledge and experience, but that's not cool.

Certainly Cell isn't going to magically make RSX exceed it's theoretical limit - but it will be able to help make that many polygons look better, because extra processing can be performed. So it *will* be (and already is being, in actual fact) used to aid RSX in rendering, for a lot more than data decompression.
I'm not saying Cell can't do geometry work, I'm talking strictly about offloading vertex shading that RSX normally does, and how the specific feature of RSX controlling SPEs will be used, not Cell in general. I also agree certain post-processing algorithms will be fast on Cell also. I'm also aware that Warhawk uses Cell for clouds. Again, these are outside the context of RSX controlling the SPEs.

It's not a magical panacea like some people may be expecting, but it's more useful than you're making it out to be.
I'm sorry I came off that way. I was responding to a post about Cell taking over vertex shading duties. Okay? I have no doubt that there are a million other non-vertex-shading things that Cell will excel at, and a million new techniques that are enabled by Cell (and Xenon too, for that matter, which is no Cell but is still big step up from a Celeron).
 
I find it interesting that when Sony announced the PS2's emotion engine and its amazing triangle output (which was something like 4 times larger than the Gamecube) these developers didn't come and set the record straight.
 
Mintmaster said:
I'm sorry I came off that way. I was responding to a post about Cell taking over vertex shading duties. Okay? I have no doubt that there are a million other non-vertex-shading things that Cell will excel at, and a million new techniques that are enabled by Cell (and Xenon too, for that matter, which is no Cell but is still big step up from a Celeron).

And your response, IMHO, was innacurate.

You mentioned bandwidth and claimed it to be a restriction - but firstly your numbers were a bit extreme (you're talking about the numbers of "iterators" in most cases, which is fair enough - even if you don't always need as many as you picked as an example - but your actual *bandwidth* calculation seems to be assuming 32-bit float vector-4's for everything... which is definitely excessive), and secondly even at the kind of complexity you were talking about, it doesn't prohibit Cell from helping. Personally I'd be willing to bet that given a scene with 2M polys, and the same scene with only 1M polys but 2-3 times the processing power available to calculate their attributes, the lower-poly scene will look better - unless that power is squandered.

It's the same reason a lot of devs are arguing the case for continuing to use lower-resolutions rather than have to render in HD - they'll be able to spend longer on pixel-shading. Cell isn't likely (again, IMHO) to aid much in the way of pixel-shading, but it can definitely help out on the vertex side.

As I've also said, if you have a shader (pixel or vertex) that requires a large number of inputs, then indeed I'd expect your performance to take a hit - even with infinite bandwidth, attributes cost cycles, and the shader will have to do something with the inputs anyway, which is also likely to chew cycles. So you mentioning bandwidth was a spurious point because you're going to be bitten everywhere else as well - probably more seriously than the bandwidth. So why did you bring up the bandwidth?

No-one I've seen here has discussed Cell *replacing* the RSX vertex shaders - why would it? In X360, offloading vertex work would allow the GPU to spend it's unified resources on pixels. But RSX has dedicated shaders - why leave them idle?

And now you're brining up RSX *controlling* the SPEs?? Where did that one come from?

You seem to be arguing against an imaginary viewpoint... it's easy to pick an extreme and polarised view and then prove it wrong - but in reality, other than a few random suggestions that get chewed over here every now and again, no-one is seriously suggesting the kinds of things you seem to be taking issue with.

No, the points being made are about Cell *assisting* the vertex shading. In my mind that means Cell does some of the work, and the VS units on the GPU does some more - as a two stage process, not as some kind of multi-tasking effort. I'm doing stuff along those lines, so naturally I'm going to say that it's a reasonable suggestion.

Look, I'm not interested in wasting time arguing the minutae of your posts. Here's the point I'm really making:

Cell can and will be used to assist in vertex processing in the PS3, because doing so allows more complex vertex work to be accomplished than RSX could do on its own. Bandwidth will not typically be a limiting factor in this.

If you disagree with that, fair enough - it's tough for me to offer any concrete proof that I'm already doing this kind of thing, so your word is just as good as mine. But so far I've seen you offer nothing that actually prevents this from happening (I wonder if my code will magically stop working if you do?)...
 
Yeptastic said:
30FPS?.

Didn't a dev. rep. in a interview say they aimed for 1080p at 60FPS since it already ran in 1080p but only 30FPS and ran 60FPS in 720p both in SP and MP?.

But these days there is so much "hummen" going around, so who really knows except the devs themselfs?, it's hard to know for anyone outside the teams.

No Tap In's right - Single Player was running at a steady 30FPS whereas multiplayer was at 60 FPS. At least this is what I was told by two devs while speaking to them at the show.
 
But E3 gameplay video that I downloaded from gametrailers, seems like runnung at 60FPS, bec'se movement was quick and silky-smooth.
 
Deepak said:
But E3 gameplay video that I downloaded from gametrailers, seems like runnung at 60FPS, bec'se movement was quick and silky-smooth.

The gameplay was smooth, no doubt. But I'm just conveying what I was told. :cool:

(Gameplay can be 30FPS and smooth, 60FPS and choppy... so there are shades of grey)
 
Yeptastic said:
30FPS?.

Didn't a dev. rep. in a interview say they aimed for 1080p at 60FPS since it already ran in 1080p but only 30FPS and ran 60FPS in 720p both in SP and MP?.

But these days there is so much "hummen" going around, so who really knows except the devs themselfs?, it's hard to know for anyone outside the teams.
xbdestroyer has already confirmed the 30FPS (thank you XB) but as for 1080p I think we should all keep in mind the final bolded sentence in this article (Re: Resistance) for our expectations of 1080p development:

http://ps3.ign.com/articles/707/707540p1.html

Resistance: Fall of Man -- (running at E3) 720p (aiming for 1080 in either form (1080i/p), but the team is weighing the trade-off in system power consumption)
 
Hardknock said:
I'm guessing that it'll more than likely be 1080i if it's only 30fps at 720p.

I would wager the above is true, and I don't see how power consumption would be a tradeoff (unless when they say power requirement they are referring to cycle consumption). PS3 should be able to handle running maximum TDP constantly, otherwise there wouldn't be much of a point to include powerful hardware if it had to be run below spec.
 
pakotlar said:
I would wager the above is true, and I don't see how power consumption would be a tradeoff (unless when they say power requirement they are referring to cycle consumption). PS3 should be able to handle running maximum TDP constantly, otherwise there wouldn't be much of a point to include powerful hardware if it had to be run below spec.

I'm sure they are referring to resources, not actually energy.
 
Does anyone here have an actual link that confirmed that Fall of Man and Heavenly Sword only run at 30fps?

thanks
 
PSman said:
Does anyone here have an actual link that confirmed that Fall of Man and Heavenly Sword only run at 30fps?

thanks

Sure, here - this is for Resistance:

Article

I actually have both the interviews with those guys filmed too, so I mean... if the info's wrong it's only because the Insomniac devs themselves are confused. But I trust them. ;)

Heavenly Sword has been linked to 30FPS before on this board by it's devs; I'm sure you'll have no trouble finding the quotes via a search.
 
I don't see the big deal, 30fps is more than acceptable IMO for these type games. I think a lot of people want these games to be 60fps to show some type of hardware superiority, but if you look at the game and are happy with what you see shouldn't that be all that matters?
 
Hardknock said:
I don't see the big deal, 30fps is more than acceptable IMO for these type games. I think a lot of people want these games to be 60fps to show some type of hardware superiority, but if you look at the game and are happy with what you see shouldn't that be all that matters?
In a perfect world? Yes. However people need to justify (from one pov to another) for spending the extra $ and waiting a year.
 
serenity said:
In a perfect world? Yes. However people need to justify (from one pov to another) for spending the extra $ and waiting a year.
Who's trying to justify waiting an extra year to play Heavenly Sword and Resistance etc.? ;)
 
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