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Forums - Gaming Discussion - L.A. Noire - Xbox360 vs PS3 comparisson. Is this true?

just wait for Lens of Truth comparison...



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brendude13 said:
Badassbab said:

It'll put it another way.

360 has an Edram memory set up. So you have VRAM, RAM (Both share 512MB) and embedded EDRAM (which is 10MB). The framebuffer (i.e the resolution and AA amongst other things) needs to fit within the Edram (which is 10mb in size). If it doesn't fit in then the programmer either has to downgrade something like for example the resolution until it's small enough to fit or resort to predicted tiling which can in some cases lead to performance issues as it uses CPU resources. However if the framebuffer does fit, then the 360 get's tremendous amounts of bandwidth (278.4GBs vs 48GB for PS3). This is why more 360 games feature higher res transparency effects, computationally expensive shadows, depth of field, motion blur etc.

PS3 has a traditional split memory architecture. 256MB VRAM and 256MB RAM. The frame buffer uses up the VRAM on the PS3. So basically that's 256Mb for the PS3 vs 10Mb for the 360. Because of this the PS3 can be triple buffered. Framebuffers not an issue on PS3. The issue with the PS3 is it's weak GPU but it's ok now because programmers can offload tasked that were meant for the GPU onto the Cell's extremely fast SPU's. Put it this way the 360 has 3 x 3.2Ghz processor cores, PS3 has 1 x 3.2Ghz main processor core but 8 SPU @ 3.2Ghz each, 6 of which can be used for gaming (one is disabled and the other is used for the OS). So basically the PS3 can be 720p with all the bells and whistles due to the traditional memory set up and the Cell processor. 360 could've as well if MS hadn't been so short sighted with only 10Mbs. It really needed to be 30Mb to compete against the likes of Killzone 3.

Ahh ok, I get you now.

Just one question:

Why can't everything that is supposed to fit on the EDRAM be put onto the VRAM (shared), like the PS3?

Because the 360 has a dedicated Edram frame buffer set up hardware. It can't use the Vram, it has to use the Edram or tiling for all render targets. While the Edram was a brilliant move the size of it wasn't. If the Edram was say 30MB then it's likely all 360 games would be default 720p with 4xMSAA (the max the 360 GPU allows) all the good bit's like DOF, SSAO etc. I don't think MS foresaw this gen lasting longer then normal. Sony on the other hand did though it too made some bad hardware decisions.



Squilliam said:

When talking memory developers by and large prefer the Xbox 360 memory management model over the PS3. It simply has more memory available and more flexibility and more effective bandwidth. People talk of using the Cell to help render but that means additional buffers and additional use of memory.

You can say that on paper the PS3 and Xbox 360 have more or less the same memory however the Xbox 360 OS uses less, ED-RAM saves significant quantities of memory especially with AA and the PS3 needs additional buffers to make use of the Cell to assist with rendering. So Microsoft was not shortsighted in including ED-RAM in the Xbox 360.

The Xbox 360 has advantages, the PS3 has advantages and overall they are extremely similar in overal program performance when you weight the advantages and disadvantages of both against each other. Multiplatform developers say they are about equal and they only show advantages in specific cases where games are designed more towards their relative strengths. So even if the 360 version of L.A. Noire is better it shouldn't surprise anyone who understands the reality of the Xbox 360 and PS3's relative performance and their relative strengths and weaknesses.

I don't think MS was short sighted using an Edram set up but it's paltry size was. All this talk they were giving of free AA in this 'HD' gen wasn't quite true. Plenty of 360 games have had to be sub HD and plenty have had to forego AA or proper MSAA.



Badassbab said:

I don't think MS was short sighted using an Edram set up but it's paltry size was. All this talk they were giving of free AA in this 'HD' gen wasn't quite true. Plenty of 360 games have had to be sub HD and plenty have had to forego AA or proper MSAA.

I don't think it kills developers to use 1152:720 instead of 1280:720. AA isn't the only reason why EDRAM is effective in the Xbox 360.



Tease.

Scores from IGN :

http://uk.xbox360.ign.com/articles/116/1168433p2.html

http://uk.ps3.ign.com/articles/116/1168417p2.html

Graphics : Slight advantage for PS3, 8.0 vs 7.5



Around the Network

http://reflexorbit.com/2011/05/16/worlds-first-la-noire-ps3-vs-xbox-360-screenshot-comparison/



http://reflexorbit.com/2011/05/16/worlds-first-la-noire-ps3-vs-xbox-360-screenshot-comparison/



Scores from IGN :

http://uk.xbox360.ign.com/articles/116/1168433p2.html

http://uk.ps3.ign.com/articles/116/1168417p2.html

Graphics : Slight advantage for PS3, 8.0 vs 7.5



CGI-Quality said:
ZaneWane said:

http://reflexorbit.com/2011/05/16/worlds-first-la-noire-ps3-vs-xbox-360-screenshot-comparison/

That was confirmed to be fake.


by whom



So it's in, I would have waited for Lens of Truth or Digital Foundry, but people are pretty blatant about how many issues the 360 version has. Frame-rate issues, graphical glitches, pop in issues and missing shadows, seems to be like what we all imagined might happen with the whole late in the life cycle port issues. 

The reason I brought this up is that we should probably avoid these dodgy screen comparisons before the release of a game, they are most likely always fake and it's sad when the time and effort of some weirdo is taken up to cause controversy and we all eat it up.



Bet with Conegamer and AussieGecko that the PS3 will have more exclusives in 2011 than the Wii or 360... or something.

http://gamrconnect.vgchartz.com/post.php?id=3879752