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Stan85 said:

PS3 can`t handle directX10,only 360 can. Also,360`s GPU is more powerfull than ps3`s gpu and has an internal memory (10mb) for fast transfer,plus let`s not forget that 360 is easy to develop for...so yes,MS will come with a Killzone 2 killer. Wait for E3 (June 1`st).

 

To tell the truth the PS3 doesn't event try to "handle directX10", simply because it doesn't use that API. And yes, 360's GPU is more advanced, but KZ2 demonstrated offloading work on the SPUs can lead to great results (example: the object-based motion blur it uses is specced in dx10, but I think the only other game implementing it is Crysis under Vista)

Basically, we'll just have to wait and see.

Btw, talking about "easy to develop" and extreme performance in the same context? It's usually a tradeoff, because if you stick to a standard API you squeeze less from your hardware than if you go close to the "metal".

Case in question: I seem to remember that the 360's GPU does not implement the DX11 tessellation specs fully, so that some calls will have to rely on a fallback implemented otherwise. Thus when you port a piece of code that uses DX11's tessellation to the 360 you can potentially incur into performance hiccups, that you'd need to fix it at a lower level I suppose.

On the other side, but maybe Squilliam knows this better, I think that similar tessellation techniques on the PS3 are implemented using the SPUs.



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