| MikeB said: @ TheBigFatJ Perhaps you can explain to me why CoD 4 looks amazing on the PC, and like shit on the PS3/Xbox 360. I don't know if that's really the case or not as I own neither version, overall it's probably pretty much the same game on all three platforms. It's a game which is assets wise mostly built around the 360's hardware capabilities, the PC and PS3 could certainly be pushed much further. Like I said it will take a while before legacy game engines are fully adapted, this goes for Sony developers as well as 3rd party developers (but probably 1st and 2nd parties spend more resources to make this transition happen more quickly). To quote a COD4 developer: "We certainly have a significant amount of untapped SPU power." Sweeney Sweeney is no expert with regard to the Cell processor, some Sony devs had to help them. However he's an expert with regard to creating PC games. DirectX overall hasn't become more efficient, sadly just like Windows in general. In the past you saw desktop operating systems becoming more and more efficient while also adding many new features. Sadly those times are long gone, it's easier to demand consumers to invest in more memory and higher clocked CPUs. |
Well, the 360 is quite a bit more powerful than the PS3, in terms of fillrate this is inarguable. In terms of processing power, this is arguable -- because you are measuring different types of processing power. In terms of memory, well, neither has very much.
The PC version of COD4 crushes both, visually. It's not close.
What gives you your cell expertise? What do you know about designing microprocessors? Did you do it as well? What about your qualifications that make it reasonable for you to speculate that Sweeney doesn't understand the architecture well enough to comment on it, but you are?
Sweeney is low level engine programmer, and he optimizes engines for various processors. He has to understand them at a low level, or his engines wouldn't be competitive. Newsflash, his engines are among the best and most widely used.
This is another flat-out-wrong statement. There is an overhead with any high level API like DirectX, and DirectX has had many major versions that have provided a significant reduction in overhead. When directX 9 was released, the overhead was cut very significiantly. This is why very old comments about the API are less relevant than new ones.







