By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony Discussion - killzone 2 uses only 60% of ps3 SPUs

Staude said:
gebx said:
luisgvm said:

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU’s, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

Furthermore, Haynes noted that the preview codes recently distributed to various media outlets were of an alpha build of the title, and have since been polished up . Visiting Guerilla Games in Amsterdam, Haynes was shown an updated version of the game, mid to late beta, noting that elements such as lighting, cut scenes, glitches, load times, have all been optimized.

Killzone 2 is due out exclusively on PlayStation 3 on February 27, 2009.

here is the link. http://www.psu.com/Killzone-2-only-using-60--of-SPUs-overall-power-News--a0005629-p0.php

wow if thats true then uncharted 2 will look amazing!!! jajaja

 

So at 60% the game has issues and had slowdowns... Crappy PS3 architecture confirmed??

if you cared to read he says that they had 40 percent space AFTER being used to their full (of load kz2 is putting on them) before they started tripping or slowing down :p

 

 

So it started slowing down if they pushed it past the 60% threshhold then?....isn't that what he said?

 



Around the Network

Over 80 % of percentages being thrown around are complete bullshit. Like this one.



nightsurge said:
Staude said:
gebx said:
luisgvm said:

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU’s, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

Furthermore, Haynes noted that the preview codes recently distributed to various media outlets were of an alpha build of the title, and have since been polished up . Visiting Guerilla Games in Amsterdam, Haynes was shown an updated version of the game, mid to late beta, noting that elements such as lighting, cut scenes, glitches, load times, have all been optimized.

Killzone 2 is due out exclusively on PlayStation 3 on February 27, 2009.

here is the link. http://www.psu.com/Killzone-2-only-using-60--of-SPUs-overall-power-News--a0005629-p0.php

wow if thats true then uncharted 2 will look amazing!!! jajaja

 

So at 60% the game has issues and had slowdowns... Crappy PS3 architecture confirmed??

if you cared to read he says that they had 40 percent space AFTER being used to their full (of load kz2 is putting on them) before they started tripping or slowing down :p

 

 

So it started slowing down if they pushed it past the 60% threshhold then?....isn't that what he said?

 

hehe, I guess should of wrote "past 60%" except of "at 60%"...



Proud Member of GAIBoWS (Gamers Against Irrational Bans of Weezy & Squilliam)

                   

Garnett said:

Np,It could very well have 40% left tho.

 

Can I be the math police here for a moment? If it would use 60% of it's capablilities, you could potentially see a 66% increase in graphics/whatever, not 40%. Increasing from 60% to 100% is a 66% increase, or a 40 points increase.

 

Uhm. Sorry. I know you could say it that way too, it just itches in me when I see that 40% being thrown around so casually.

 

On topic: If it takes 5 years for them to develop the game and they can still only access 60% of the power of the machine, wouldn't that be bad?



This is invisible text!

gebx said:
nightsurge said:
Staude said:
gebx said:
luisgvm said:

Speaking in IGN's latest Play Beyond podcast, Jeff Haynes revealed that even during the heaviest loads, Killzone 2 utilizes roughly only 60 per cent of the SPU's.

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU’s, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

Furthermore, Haynes noted that the preview codes recently distributed to various media outlets were of an alpha build of the title, and have since been polished up . Visiting Guerilla Games in Amsterdam, Haynes was shown an updated version of the game, mid to late beta, noting that elements such as lighting, cut scenes, glitches, load times, have all been optimized.

Killzone 2 is due out exclusively on PlayStation 3 on February 27, 2009.

here is the link. http://www.psu.com/Killzone-2-only-using-60--of-SPUs-overall-power-News--a0005629-p0.php

wow if thats true then uncharted 2 will look amazing!!! jajaja

 

So at 60% the game has issues and had slowdowns... Crappy PS3 architecture confirmed??

if you cared to read he says that they had 40 percent space AFTER being used to their full (of load kz2 is putting on them) before they started tripping or slowing down :p

 

 

So it started slowing down if they pushed it past the 60% threshhold then?....isn't that what he said?

 

hehe, I guess should of wrote "past 60%" except of "at 60%"...

lol.. i can't believe you guys can't comprehend this.. okay. Allow me to cut it out

 

"It's incredible to see huge levels and see the deferred rendering and note that on all the SPU’s, even on the heaviest load were coming up to about 60%," Haynes said. This means that even when they put the most of the pressure on them, they were only using about 60 percent of what they were capable of.

 

"They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes." This means that when they were pushing those 60 percent, they had another 40 percent available before the spus started stuttering. That equals up to about 100 percent, which makes sence since 60 + 40 equals 100. Yes, it really does.

 

... Okay. So in other words, they still got + 40 percent of the processor before they need to worry about it getting maxed out :) So were just beyond half... I'd also say, as mikeB said in my own topic on which also contained the info, that further engine optimisations can even bring the number down. :P

 



Check out my game about moles ^

Around the Network
Killergran said:
Garnett said:

Np,It could very well have 40% left tho.

 

Can I be the math police here for a moment? If it would use 60% of it's capablilities, you could potentially see a 66% increase in graphics/whatever, not 40%. Increasing from 60% to 100% is a 66% increase, or a 40 points increase.

 

Uhm. Sorry. I know you could say it that way too, it just itches in me when I see that 40% being thrown around so casually.

 

On topic: If it takes 5 years for them to develop the game and they can still only access 60% of the power of the machine, wouldn't that be bad?

4 years, but yeah it would, if it wasn't for the fact that all first party studioes share tools. So basically what any studio know, they all know :D

 



Check out my game about moles ^

Staude said:
gebx said:
nightsurge said:
Staude said:
gebx said:
luisgvm said:

 

 

 

 

So it started slowing down if they pushed it past the 60% threshhold then?....isn't that what he said?

 

hehe, I guess should of wrote "past 60%" except of "at 60%"...

 

"They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes." This means that when they were pushing those 60 percent, they had another 40 percent available before the spus started stuttering. That equals up to about 100 percent, which makes sence since 60 + 40 equals 100. Yes, it really does.

 

 

 

Oh we working with the metric system here... <-- sarcasm

So.. they have a truck with a 100 gallon gas tank,  but the truck starts to stutter and lose control when you fill it up past 60 gallons. So therefore the other 40 gallons of "air" are basically useless and the people who created the gas tank made it too complicated for car designers to figure out how to use all 100 gallons.

I must be missing something here, I know someone is going to point it out and I'm just going to go "hhaaaaa..."



Proud Member of GAIBoWS (Gamers Against Irrational Bans of Weezy & Squilliam)

                   

im not bothered about % issues, we can talk all about it but its developers who know what it means.

as far as im concerned.........ps3 has provided me with the games that i wanted in 2008 and will do again in 2009 starting with killzone 2.

ive not seen any console game that looks as good as killzone 2, deffo day one purchase for me, if killzone looks this good how will god of war, heavy rain and gt5 looks like.



...not much time to post anymore, used to be awesome on here really good fond memories from VGchartz...

PSN: Skeeuk - XBL: SkeeUK - PC: Skeeuk

really miss the VGCHARTZ of 2008 - 2013...

How about you use 100% and give me split screen? :)



So what they are saying that even the Sony inhouse devs can't get more than 60% out of the PS3? That sounds like a spin on the terrible bottleneck design of the PS3. Could that be!?