Shifty Geezer said:
Jaws said:So I'm guessing the EE core is on the southbridge and the GS is software emulated across CELL+RSX... ? This should allow upgraded PS2 visuals...
Jaws said:Shifty Geezer said:
You know in that thread where I stated that you should expect 48GB/sec bandwidth or more in PS3 to emulate the GS, well 22.4 gddr+25.6 xdr ~ 48 GB/sec exactly! And the Southbridge has 5 GB/sec r/w.
So I'm guessing the EE core is on the southbridge and the GS is software emulated across CELL+RSX... ? This should allow upgraded PS2 visuals...
c0_re said:Same goes for PS3, being able to play the GTA(and all other PS1 and PS2 games) games in TRUE 1080p(not upscaled, and a decent frame rate with hopefully less pop up) would really kick arse and would be enough reason for me to purchase a PS3 alone just for that.
Npl said:Jaws said:So I'm guessing the EE core is on the southbridge and the GS is software emulated across CELL+RSX... ? This should allow upgraded PS2 visuals...
As long as they dont throw the GS on the board, better visuals are a given - less than horrible mipmapping and better interlaced output are a given 8) . Enabling Aniso/Trilinear should be also work without sideeffects, what Im not so sure about FSAA or even different resolutions, in fact I dont think its possible at all (aside from specifically targeting games and their behaviour )
FiggyG said:From Sony's track record, I'd say not to expect any of this from them...
MechanizedDeath said:Jaws said:Shifty Geezer said:
You know in that thread where I stated that you should expect 48GB/sec bandwidth or more in PS3 to emulate the GS, well 22.4 gddr+25.6 xdr ~ 48 GB/sec exactly! And the Southbridge has 5 GB/sec r/w.
So I'm guessing the EE core is on the southbridge and the GS is software emulated across CELL+RSX... ? This should allow upgraded PS2 visuals...
I thought about this before. There was a discussion on it at GAF. I thought you could have the EE as an IOP, or integrated into the IOP. The EE will be tiny @ 90nm. And I figured the SPEs have tons of internal bandwidth and the ability to run Cg (assumed). So eventhough they won't be the best pixel shaders, you have so much processing capacity in Cell that you could conceivably kludge perfect PS2 emu, no?
MechanizedDeath said:I don't know why they'd want to use the aggregate bus for eDRAM simulation when they'd still need 3.2GB/s reserved for RDRAM bandwidth to the EE.
I made a note of this before - this will only work if you supersample the entire VRam(allocate 8-16MB of physical memory for the 'virtual GS') - OR alternatively - have a VRam configuration for every PS2 game that you wish to emulate (These same rules apply if you just want to just run games in higher resolution).I'm also thinking of CON at the moment (and BG: DA) which is 2x SSAA on PS2. If Snowblind Studios have managed to render 2x resolution and downscaled on PS2, maybe that system can be extended to all PS2 games?
Shifty Geezer said:Jaws : was it in that previous thread someone suggestde using compression would save BW over PS2 requirements? I'm guessing some of those missing RSX trannies are for BC somehow (KK talking of software+hardware solution) and was thinking maybe GS emulation, though I don't know how quirky GS is reletive to RSX's way of doing things.
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Gamestop was told all xbox live games will be supported on day one and then the non live games will be filled inBTW, anyone know of a list of Xbox games that will be B/C on X360?
jvd said:Gamestop was told all xbox live games will be supported on day one and then the non live games will be filled inBTW, anyone know of a list of Xbox games that will be B/C on X360?