Sorry for the following long post but I hope it answers all your questions.
What is 30 fps vs 60 fps? Why does framerate matter when it comes to graphics? I hear devs talk how games will look better at 30 fps than 60 fps. For example, John Carmack said that Rage runs at 60 fps but Doom 4 will look much better because it's 30 fps.
FPS stands for Frames Per Second and is defined as the number of “screenshots” displayed on the screen every second. 60 FPS requires the hardware to create twice as many frames every second as 30 FPS does. This means at 60 FPS the hardware only has half the time it would in developing a screenshot as it would at 30 FPS. The time boundary causes a limit to the amount that can be put into a single frame which is why console devs often opt for 30 FPS over 60 FPS when they want to improve the graphics of their games. This is why John Carmack said Doom 3 (30 FPS) will look better than Rage (60 FPS).
I don't know how high PC game framerates can go but I hear that 120 fps is possible? Why can't Consoles have the same tech as PCs?
Yes, PC’s can have insane framerates given they have powerful enough parts. Consoles are designed to have a single hardware platform so that devs and consumers all have a consistent experience. Imagine buying a 360 or PS3 at launch and then not being able to play games made 3 years after launch as the hardware was made more powerful. That would be horrible for devs and consumers. So when a console comes out it is generally in the ballpark of current PC tech. Over time, however, it becomes outdated. So when devs get a game to run at a solid 30 FPS on consoles it can generally be played on a PC with higher settings while still at a higher framerate.
A good analogy is a car. Say we have a 2010 Ford Fusion. Somebody purchases one early in the year and someone else purchases one later in the year. Imagine what the guy who bought it earlier in the year would be thinking if the end of the year model (for the same year) was more powerful and safer than the one he bought? It would make things harder for consumers to differentiate what exactly they’re buying as well as Ford as they’d be constantly producing something different and repairs and customer support would become a nightmare.
What's a CPU and GPU?
CPU: Central Processing Unit. It is responsible for creating a 3D model of a frame while taking many things into consideration including AI, physics, etc.
GPU: Graphics Processing Unit. Once the 3D wireframe is created the GPU takes information such as current lighting sources and textures and basically colors in the wireframe to create the final image to be displayed.
What's the Cell in the PS3?
The Cell is a new CPU architecture first used in the PS3. I believe others have answered this well enough so I’ll leave you to their answers. Plus this post is getting crazy long.
EDIT: Alright. I decided I'll just write this one out too. The Cell is a processor architecture aimed at making scalability better. Non-technically, it means you can put many together fairly easily to improve processing capability. The PS3 has a single Cell CPU which includes 9 parts: 1 Power Processing Element (PPE) and 8 Synergistic Processing Elements (SSE). One of the SSE's is actually disabled so there are actually only 7 that work. This is done because when making the chips it's common to have a few SSE's that don't function properly. So the chip only needs 7 of the 8 to work to be considered a good chip.
The PPE pretty much splits up work between the SPE's and reorganizes it when they're done. The SSE's do the heavy lifting, splitting up AI, physics, geometry, and in some cases basic graphics functions. The 360 in comparison has a processor containing 3 PPE's capable of running 2 threads each (doing 2 calculations on each PPE). However the PPE's and SPE's are different in design and are good at different things which is why the PS3 and 360 both have their strengths and weaknesses.
What's the difference between pre rendered and in game scenes?
Pre-rendered cutscenes are exactly what the name suggests. The process I explained above involving creating an image and coloring it in is known as “rendering”. Pre-, the suffix, means before. Pre-rendered means “rendered before” implying that the footage being displayed is not being processed as it’s being displayed and is rather just a video that was rendered during game development. People have different definitions but for me “in game” typically means that the footage being shown has been created using textures and models you would see while playing the game and is being processed as its being displayed. I differentiate this with “in engine” which I take to mean video that was pre-rendered but used in game textures and models when it was rendered into a video file.
Will it be possible for next gen consoles to be native 60 fps and still look very good with the graphics?
It’s very possible. Right now the standard resolution of output is 720p for “hi-def” games on consoles. 1080p TV’s have a wide enough adoption and current PC GPU’s can output games at this resolution with a ton of effects and post processing without much of a hitch at 60 FPS. As an example, I have an nVidia 9800GTX (about 2 years old now) and I play Borderlands maxed out at 1920x1200 with full AF and all effects on at ~50 FPS no problem.
When we install data onto our harddrives, what exactly happens? So basically why does loading become faster, etc?
When data is being read off the disc the disc is spun. The same is true with hard drives. However current disc technology doesn’t allow for a spin rate that’s as high as that of a hard drive. As a hard drive spins faster it allows for faster data storage and retrieval. If game data is stored on the hard drive loading it takes less time as the data can be retrieved faster than if it was being loaded off a disc.
So I get that the Cell is an extra processor and so is the Cell the primary reason why the PS3 used to and still sometimes get crappy ports from the X360 version? Is that why Devs find it harded to develop for the PS3?
The short answer is yes. However, the Cell is just a part of it. The memory architecture of the PS3 is another part of it. Neither are bad, they’re just different to what people know and are used to.
Feel free to ask any follow up questions or for more detail. I tried to keep it at a top level.