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Omac said:
Sorry you are wrong. The 360 still also has a way to go before it taps into all that it can do in the graphics department. Yes I really think Ratchet and Clank could be reproduced on the 360, but we will never find out.

Yes fanboy? don't call me that. I'm a fan of games I just get upset at people following Sony like lemmings (like CrazzyMan). I have not seen a single game that 360 could not reproduce. PS3 20-30 times faster than the 360? You just pulling that out of your arse.

http://www.mc.com/uploadedFiles/Cell-Perf-Simple.pdf

I have no company Bias. Both systems offer something the other does not. I own both. But when it comes to the power of the Cell, anyone who says it's not much faster than what's in the 360 has for a CPU is just uneducated, or biased based on branding.
For FFT, the CELL screams, based on the type of math it does well (the linked article will show you what I mean). People will learn how to harness that for games.

@RocketPig
I don’t think the Distribution medium has anything to do with the game, I think where the CELL adds value to the visuals, is in the animations and lighting. The Video card on the PS3 is lacking, but if you take advantage of the Cell to do most of your pre rendering, you can greatly offload what the GPU needs to do.


So for example to others (I am sure RocketPig gets this), Most games will define the geometry in the CPU, and load it into the GPU, it will load up all the textures, lighting, positions, and many other things into the GPU. The GPU will then figure out what needs to be displayed on the screen. It removes all the polygons that people don’t see, applies lighting to the textures, and does a thousand other things.


The SPU’s of the Cell can do a lot of this for you, before you ever get to the video card. This means less bandwidth is needed between the CPU and the GPU (which is lacking on the PS3 compared to the 360), and the overall graphical capabilities of the system is much better (even though the PS3’s GPU is a little slower on its own compared to the 360’s). The issue today is in order to take advantage of this, you need to code the methods yourself. It’s never been done before (well, now it has, but last year, it was new). As these tools develop and get distributed, games will improve in leaps and bounds. The 360’s development paradigm is well known, and while optimization will continue as time goes on, the effective results will be less. (this last line was for Omac, not you RocketPig)


The character models, and lighting effects on R&C take a lot more CPU+GPU power to produce then the 360 has. I hate to bring it up, as the game sucked balls, but Lair is another great example of offloading a lot of what traditionally is done with the GPU to the Cell. That game could never be done on the 360 either (and thank god for all 360 owners for that).