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Forums - Gaming - PS3 and 360 graphic's capabilities. Explain the difference to me please.

ChronotriggerJM said:
@LTNK no I know that :P I'm just saying I really had no clue how all the ram/rom/pipelines/etc etc affected game production, I'm really glad you guys helped shed some light on all that :P I might have to check out Beyond3d sometime, this stuff really is pretty interesting ^_^

My interest started over an argument over whether RE4 on the PS2 was due to Capcom not making an effort, or the PS2 being weak. I thought it was the latter, but it turned out we were both wrong. It was a combination of technical differences and Capcom cutting corners.

One of the differences is that the PS2 can't do texture compression, unlike the GC, but that seemed to be an incompatibility that was not discovered before the system was finalized. Thus PS2 games can have detailed textures, but the color depth can never be more than 8-bit (256 colors) per texture.

Now the PSP and PS3 have texture compression built in. For the former, it's essential to getting texture detail without too much processing, and therefore power consumption. For the latter, it's vital to fitting all those HD textures in the RAM. 



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

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Words Of Wisdom said:
MikeB said:
@ TheBigFatJ

The PS3 doesn't have "seven processors"


No, the PS3 Cell includess 8 active processors. 1 PPE and 7 SPEs. The SPE is a processor which allows for one hardware thread (and any number of software threads), the PPE allows for two hardware threads (and of course software threads).

To be more exact, the SPEs are more than just processors. They can compute independently from the rest of the system, that's why they are often referred to as a system on a chip.

It seems obvious that he was referring to the fact that it SPEs have too many limitations to be considered fullfledged general purpose processors ala the PPE or 360's cores.


Thanks for standing up for me and suggesting MikeB should read my post before responding to it, but the problem is that he's uninterested in understanding the architecture but rather in explaining that the Cell is so amazingly powerful that it has no limits.  Or nearly none.  Suggesting that the Cell is "8 processors vs 3" when comparing the PS3 to the 360 is completely misleading, because it suggests that the PS3 is outright several times more powerful than the 360 without limitation.

That simply isn't true. Which is why I took the time to explain in a simple sense how that is misleading.  Now if you want to find evidence that the Cell rules or the Cell sucks, you'll find plenty of developers who will say both.  Tim Sweeney was interviewed by Anandtech saying that you could rewrite many parts of a standard FPS to run primarily on the SPEs, but there were some things it was not suited towards.  He cited AI.  I don't know, maybe MikeB optimized more 3D engines for the Cell then Sweeney.  His approach was very pragmatic, and very informative. 

I myself have designed a pipelined processor as well as a 3D engine (both on the way to my computer science degree) and have a fairly decent understanding of the tradeoffs taken with SPEs and what Tim Sweeney was talking about.  Hearing soe dev like Gabe Newell say "the cell is useless" and hearing some other dev say, "the cell is limitless" really mean nothing because there is no substance there.  And those devs likely don't even program.

Personally, I just don't care as much as he does. It may be very important to him to compare an inexpensive computer system from 2006 to an inexpensive computer system in 2005, and ensuring that everyone knows that he heard from someone that the Cell is more powerful.



Regardless of what each system can do I'm still quite suprised at the difference between the two systems in the pictures that have been shown. I seriously thought the PS3 would be identical to the 360, but it appears that the 360 picutres do really look a lot poorer. So are we actually starting to see some effort going into indvidual systems rather than 'ports'?... It certinaly seems that way.



Good to see this site is still going 

mrstickball said:
MikeB, you got nailed on NeoGAF for posting those stupid 400% pictures. Why are you trying to fool people here too?

And FYI, those pictures MikeB showed are from 2 totally different types of screen captures, which caused the pixelation on the 360 version.

I don't know why we haven't banned this guy yet.

 The screens were from beyond3d forums when they were talking about how dithering problems on the 360 version... being that it's the same place that reported the 630p (which become 640p) in the first place, i don't see how it was a fixed attack toward the 360 version...

On topic: Some may think the PS3 version looks better because of the post processing techniques Rockstar used exclusively on the PS3 along with a different color pallete. Whereas the 360 version has 2xAA and 80 more pixels than the PS3 version.

(Notice how i said **some**, because "which version looks better?" is an OPINIONATED question since both version are so damn close) 



FJ-Warez said:
TheRealMafoo said:
FJ-Warez said:
TheRealMafoo said:
@FJ-Warez
In reference to your upscaling comment, the 360 does not upscale. It's native 720. I think native always look better then the best upscaling (I would think anyway), so while that might be true, it probably has no relevance in this case.

 Yeap, 360 does not uptscale, but the PS3 upscales and the final output ends up looking better, even with the AA in the 360 the PS3 version is more smooth, like I posted before the most reasonable explanation to this is the use of a real good upscale technique...(probably they are using a small amout of blur...)... If not, why most of the reviews are pointing to the softness of the PS3 version???


I would think explicitly telling each pixel what color you should be would always yield a better result then guessing. I would think the "softer" look is because of some other effect being applied. 


Did you read my post or are you just talking with yourself??

The softness of the image comes from "the upscale and most likely a blur filter",  this is why the image looks smoother and with better AA, is a nice trick to hide the jaggies and hide some lack of detail...


No, I am not talking to myself, I am talking to you :)

I think that if the image was native 720p, and then they applied whatever post processing techniques they are currently using to soften the image, it would look better then upscaling it and applying the exact same techniques.

I don't think upscaling (regardless of how good you do it), can alone produce a better image then starting there in the first place.

So if your saying that after it's upscaled, they use some blur process, and that's making it look better, then great, it's the blur process. I am just saying the upscale has nothing to do with it. 



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bbsin said:
mrstickball said:
MikeB, you got nailed on NeoGAF for posting those stupid 400% pictures. Why are you trying to fool people here too?

And FYI, those pictures MikeB showed are from 2 totally different types of screen captures, which caused the pixelation on the 360 version.

I don't know why we haven't banned this guy yet.

 The screens were from beyond3d forums when they were talking about how dithering problems on the 360 version... being that it's the same place that reported the 630p (which become 640p) in the first place, i don't see how it was a fixed attack toward the 360 version...

On topic: Some may think the PS3 version looks better because of the post processing techniques Rockstar used exclusively on the PS3 along with a different color pallete. Whereas the 360 version has 2xAA and 80 more pixels than the PS3 version.

(Notice how i said **some**, because "which version looks better?" is an OPINIONATED question since both version are so damn close) 

Just 80???

1280×720= 921,600

1138×640= 728,320

 

Real diff: 193,280 pixels



By me:

Made with Blender + LuxRender
"Since you can´t understand ... there is no point to taking you seriously."
FJ-Warez said:
bbsin said:
mrstickball said:
MikeB, you got nailed on NeoGAF for posting those stupid 400% pictures. Why are you trying to fool people here too?

And FYI, those pictures MikeB showed are from 2 totally different types of screen captures, which caused the pixelation on the 360 version.

I don't know why we haven't banned this guy yet.

The screens were from beyond3d forums when they were talking about how dithering problems on the 360 version... being that it's the same place that reported the 630p (which become 640p) in the first place, i don't see how it was a fixed attack toward the 360 version...

On topic: Some may think the PS3 version looks better because of the post processing techniques Rockstar used exclusively on the PS3 along with a different color pallete. Whereas the 360 version has 2xAA and 80 more pixels than the PS3 version.

(Notice how i said **some**, because "which version looks better?" is an OPINIONATED question since both version are so damn close)

Just 80???

1280×720= 921,600

1138×640= 728,320

 

Real diff: 193,280 pixels


Don't be a cheeky bastard, you knew what i meant.



TheRealMafoo said:
FJ-Warez said:
TheRealMafoo said:
FJ-Warez said:
TheRealMafoo said:
@FJ-Warez
In reference to your upscaling comment, the 360 does not upscale. It's native 720. I think native always look better then the best upscaling (I would think anyway), so while that might be true, it probably has no relevance in this case.

 Yeap, 360 does not uptscale, but the PS3 upscales and the final output ends up looking better, even with the AA in the 360 the PS3 version is more smooth, like I posted before the most reasonable explanation to this is the use of a real good upscale technique...(probably they are using a small amout of blur...)... If not, why most of the reviews are pointing to the softness of the PS3 version???


I would think explicitly telling each pixel what color you should be would always yield a better result then guessing. I would think the "softer" look is because of some other effect being applied. 


Did you read my post or are you just talking with yourself??

The softness of the image comes from "the upscale and most likely a blur filter",  this is why the image looks smoother and with better AA, is a nice trick to hide the jaggies and hide some lack of detail...


No, I am not talking to myself, I am talking to you :)

I think that if the image was native 720p, and then they applied whatever post processing techniques they are currently using to soften the image, it would look better then upscaling it and applying the exact same techniques.

I don't think upscaling (regardless of how good you do it), can alone produce a better image then starting there in the first place.

So if your saying that after it's upscaled, they use some blur process, and that's making it look better, then great, it's the blur process. I am just saying the upscale has nothing to do with it. 


Thats the problem, the 360 doesn't use blur to soft the image, they use AA and probably they wouldn't be able to aplly any blur @ 720p (they have troubles emulating with the HDR), is part of the upscaling of the PS3 because they needed, is part of the postpro (upscale+blur)...



By me:

Made with Blender + LuxRender
"Since you can´t understand ... there is no point to taking you seriously."

I can't believe you are all still arguing about it. I feel sorry for the thread maker :)



Good to see this site is still going 

Quartz said:
I can't believe you are all still arguing about it. I feel sorry for the thread maker :)

They've been arguing since that stupid "Xbox 1.5" comment from (I believe) Kaz Harai. 



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs