Both those pictures look like ass...and not the good kind either!
Both those pictures look like ass...and not the good kind either!
| brendude13 said: Hmm yeah. I know a fair amount about technology and the PS3's SPU's and stuff, but I have no idea what the 10mb Edram does. And a guy just a few pages back said that the so called "PS3 gameplay" was from an old trailer and was therefore not polished and tweaked etc. All I think we can do is wait for the LoT and DF comparisons. |
FYI you can change the settings so you can have up to a 100 comments per page if you want.
The 360 memory architecture is unified and is an Edram set up. So it has 512mb shared between the RAM and VRAM and developers can allocate as they see fit but it also has a further 10mb of EDRAM. This gives the 360 absolutely tons of bandwidth which should make programming a breeze when it comes to adding on the extra's like motion blur, AA, transparencies etc but there's an issue with the 10MB size which isn't big enough for a 720p image (which is the industry HD standard) plus all the extra's. Either go sub HD to enable AA, motion blur, tansparencies, dynamic shadows etc or go 720p and downgrade or eliminate this that or the other. PGR 3/4, Alan Wake, Splinter Cell Conviction, Crysis 2 and Halo 3/ODST/Reach are prime examples of where the developers have decided to go sub HD but have all the other bells and whistles. Gears 1/2/3, Bulletstorm, Mass Effect 1&2, GTAIV and RDR are prime examples of where the developers have gone the 720p route but drastically cut back on the AA, motion blur etc. As to which games look better, 360 gamers tend to be divided. Many think Alan Wake is one of the best looking 360 games despite being 540p while others think 720p is a must for 7th gen gaming.
There is a way round the Edram framebuffer issue and it's by using the predicted tiling programing method. Problem with tiling is it can take time and it can also eat into the CPU resources so most developers avoid this route and good thing too unless you want to be playing games at 15-20fps. 360 CPU is already being pushed to it's limit.
Badassbab said:
I'm a regular on Lens of Truth, Eurogamer and VG Chartz not sure about the 4th. IGN? Don't really comment on that one. Team Bondi are the ones who said it lead on the PS3 and they are using their own game engine (Not RAGE that powered GTAIV and RDR). I'll be very surprised if 360 version is technically better. It might be in some ways but judging by recent H2H where the PS3 is lead it seems developers are now begining to offload tasks onto the SPU more while in order to keep the 360 up to speed the developers make sure the the frame buffer fits within the Edram so they don't have to resort to performance sapping tiling and as we all now know to fit in 10MB Edram something has to give i.e resolution or AA. E.g Gears 3 will have no AA but will be 720p. |
well Gears2 already 2xAA and 720p
brendude13 said:
"lead platform,like Brink" Stick to your guns, that's exactly what he said. You didn't misunderstand anything. |
nope.jpg
D-Joe said:
well Gears2 already 2xAA and 720p |
It was dynamic 2xAA whereby the AA would give way to other effects so if the scene had other post processing effects such as motion blur, it would turn off.
Badassbab said:
|
according to B3D,not dynamic 2xAA(if it's they will notice it)
and you know,GTA4,2xAA,RDR,2xAA,Fallout 3,4xAA
| trasharmdsister12 said:
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Damn you! I speant nearly 5 minutes watching that silly thing >:(
| D-Joe said: according to B3D,not dynamic 2xAA(if it's they will notice it) and you know,GTA4,2xAA,RDR,2xAA,Fallout 3,4xAA |
AA is possible on the 360 at 720p. It just takes resources out of the GPU instead of being almost free when you use the edram.
Also according to DF Gears 2 uses Dynamic AA, similar to Mass effect 2(360) which has selective AA. Its a speciality or minus of unreal engine games, most unreal engine games don't have AA on consoles.
Badassbab said:
The 360 memory architecture is unified and is an Edram set up. So it has 512mb shared between the RAM and VRAM and developers can allocate as they see fit but it also has a further 10mb of EDRAM. This gives the 360 absolutely tons of bandwidth which should make programming a breeze when it comes to adding on the extra's like motion blur, AA, transparencies etc but there's an issue with the 10MB size which isn't big enough for a 720p image (which is the industry HD standard) plus all the extra's. Either go sub HD to enable AA, motion blur, tansparencies, dynamic shadows etc or go 720p and downgrade or eliminate this that or the other. PGR 3/4, Alan Wake, Splinter Cell Conviction, Crysis 2 and Halo 3/ODST/Reach are prime examples of where the developers have decided to go sub HD but have all the other bells and whistles. Gears 1/2/3, Bulletstorm, Mass Effect 1&2, GTAIV and RDR are prime examples of where the developers have gone the 720p route but drastically cut back on the AA, motion blur etc. As to which games look better, 360 gamers tend to be divided. Many think Alan Wake is one of the best looking 360 games despite being 540p while others think 720p is a must for 7th gen gaming. There is a way round the Edram framebuffer issue and it's by using the predicted tiling programing method. Problem with tiling is it can take time and it can also eat into the CPU resources so most developers avoid this route and good thing too unless you want to be playing games at 15-20fps. 360 CPU is already being pushed to it's limit. |
Ahh that makes sense.
So if they had roughly 20mb of EDRAM they wouldn't be in this mess?
What is the PS3 equivelant of the EDRAM, what allows the PS3 to have 720p images with all the nice little extras?

D-Joe said:
according to B3D,not dynamic 2xAA(if it's they will notice it) and you know,GTA4,2xAA,RDR,2xAA,Fallout 3,4xAA |
I stand corrected. It uses AA early on in the rendering process so 2xAA on static objects, baked lighting and shadows etc. But not on anything else so Epic got rid of it in Gears 3 to save resources.
Also those games you mentioned cut back in other areas like motion blur, depth of field, HDR, alpha effects (or lack of).