jvd said:wouldn't both sony and ms be working on custom compilers for the ps 3 and the x360 ? I would think esp microsoft would have been working on one for a very long time now
But you can do 1.33333 dots/cycleDemoCoder said:CELL SPE doesn't even have a dot product instruction, so achieving 1dot/cycle on SPE requires alot of workaround.
It's most definately not representative (at least on consoles). Besides if you want to go just by "one developer" examples, I've once heard of an app that used 15MB of main memory for just strings...DaveBaumann said:he mentioned that they would generally budget RAM allocation at 50% for system and 50% for graphics previously; not sure that is representative of all developers.
What'd be really cool is if it could distribute a render target over multiple address blocks, so then you could do perverted things like allocating your entire ZBuffer in SPE local memoriesnAo said:Obviously I don't know if RSX can read/write from split color/zbuffer or even multi render targets, but from what we know this should be possible.
Oh yeah, forgot it requires 1 extra instruction. Doh.Fafalada said:But you can do 1.33333 dots/cycleDemoCoder said:CELL SPE doesn't even have a dot product instruction, so achieving 1dot/cycle on SPE requires alot of workaround.
It requires less instructions, not more instructions.DemoCoder said:Oh yeah, forgot it requires 1 extra instruction. Doh.
Binary Space Partitioning.trinibwoy said:DemoCoder said:Typical unpacked BSP on HL2 for example eats up about 10mb.
What's BSP ?
3dcgi said:Binary Space Partitioning.trinibwoy said:DemoCoder said:Typical unpacked BSP on HL2 for example eats up about 10mb.
What's BSP ?
compres said:I mean I recall many things before the launch of the ps2 that when the system was finally released were all just lies, like the 60M vertices per second they claimed.
And also they claim their emotion engine is capable of 6GFLOPS, how does that compare to the intel CPU in the original Xbox? Isn't the Xbox faster but lower rated in GFLOPS?
Acert93 said:compres said:I mean I recall many things before the launch of the ps2 that when the system was finally released were all just lies, like the 60M vertices per second they claimed.
And in fact the PS2 can do that.
So yes, Sony like every other company releases big numbers to the media and fans to impress them (even though most of those numbers mean nothing to these markets), but they are not lieing. They are using the "bling" of their system to get fans excited.
compres said:I dont recall any ps2 games having more than 1-2M vertices per second. In contrast both nintendo gamecube and xbox have better models and higher poligon counts than the ps2, the difference is they claymed way lower numbers.
If the system can not even sustain 3 million in reality then I will consider 60 million very misleading.
There is no way I can see this as a possitive thing from sony, seems like they like to exploit consumer ignorance, and am not only talking about their games division.
jvd said:So yes, Sony like every other company releases big numbers to the media and fans to impress them (even though most of those numbers mean nothing to these markets), but they are not lieing. They are using the "bling" of their system to get fans excited.
well sega didn't lie about about the dreamcast . They gave numbers that were actualy hit or surpased in the first generation or two of titles .
Acert93 said:So basically you hate Sony and therefore they can do nothing right, but MS can do the same thing and you can overlook that? Sorry, that is exactly how you are coming across since MS did the exact same thing.
Seriously?! OMGWTFPWNZ! Screw Sony and MS, I'm so totally getting a Nint...If Nintendo gave a press release and said their system would operate at 24GHz and would release in 2006 they would have a TON of press!
...en...do?Until we find out that is the 10 wireless controllers in the 2.4GHz spectrum
Er, I guess you meant to say "DC games"?I dont recall any ps2 games having more than 1-2M vertices per second.
Don't tantalize, Faf. Please tell me you can let slip SOME P.A. numbers on titles you've worked on at this point? Pretty please?Fafalada said:Er, I guess you meant to say "DC games"?
Anyway you recall wrong