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.jayderyu said:
It's irrelevant how much SPE extra work does. PS3 can do better setup work due to it's SPU. Once you hit the fill rate ready for output the PS3 hit's it's bottleneck. This is what Booth is saying.

He isn't saying PS3 can't handle more objects or the like. He is sticking with graphics alone. The CPU these days is a limited area these days. He also saying that the BR does give a benefit to quality of textures, but it has it's draw backs. Given in his example.

If you value graphics so much it's the quality/detail of texture that most graphics whores notice. Not the fill rate of shader effect. These techniques in development won't ever help fillrate, but they will assist in taking the load off the GPU to focus more on that area. This in the end and shown by the God of War 3 images that PS3 techniques need to cover up the PS3 inferior fillrate and shader processing.

As for CPU yeah when your processing raw data, no console beats the PS3.

But the two consoles' GPUs have the same fillrate (4 billion pixels per second) without AA. On 360 the 4xMSAA comes for free, on PS3 you'll have to offload it to the SPEs together with other postprocessing.

You have to understand that you can use the SPEs in rendering, not only for physics or audio.



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