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Oh and one last thing. The PS3 still does suffer from a crippling level of ram usage. BUT the technique I outlined above (Some of your general Cell optimizations between RSX -> Cell) also reduce memory usage and so does deferred rendering because you only shade visible pixels.

Now the issue is thus: If you use deferred rendering on the 360 it will come out bunk, so obviously this preferred technique for the PS3 is out. Killzone 2 is an example of a game which uses this technique. The other issue is that using the Cell like that is also a platform specific optimisation so you have to spend your limited resources implementing it.



Tease.