| rocketpig said: Absolutely. Vert resolution is much more important. I'm not saying that GT5:P is a bad looking game... It's not. It's the best looking racer out right now. My point is that your constant use of this game as an example of 1080p console gaming is misleading and disingenuous. It's not full 16:9 1080p and using 1080i to back your case is wrong and you know better. 1080i is an interlaced format and the same rules don't apply to it. So, your examples of 1080p are a disc-based game that isn't really 1080p and a PSN game that doesn't pack the screen full of textures. I think that's a solid enough case to state that neither of the consoles are fully capable of running a proper 1080p game right now. I'm sure we'll see 1080p here and there this generation but it won't be the standard. 512 megs of memory makes that awfully difficult unless the game doesn't run much in the way of textures (like Super Stardust). |
I'm not exactly sure how the PS3 handles its framebuffer, but the 360s framebuffer is 10meg. Given a full 1920x1080 image is 6meg in the framebuffer, you can't double buffer the image which is going to result in flickering. Unless they have some fancy techniques to overwrite parts of the framebuffer as its being drawn to the screen (if there is a technique I'd love to read about it) I can't see any game on the 360 every rendering at full 1080p.
Edit: Actually, the Wii uses Y1CbY2Cr to in its framebuffer (look up chroma subsampling 4:2:2), which stores 2 pixels of information in 32bits. If the 360 implemented something similar it may be possible to doublebuffer 1920x1080.







