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Forums - Sony - EA uses PS3 now for lead platform

CGI-Quality said:
@ Squilliam

I have Dead Space on PS3 and 360, the framerates of both are the same. The main differences between the two: The 360 version has better anti-aliasing, the PS3 has better colors and shadows but both have just about identical framerates. As for lead development, they started Dead Space on 360 then switched to PS3 lead, this I read in a Game Informer, so that the game would be, according to EA, equal across all platforms. I personally think they achiev4d that goal, outside of very minor differences, none of which from what I have played, include framerate at all.

 

Why would you buy two copies of the same game?  I doubt your story.




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so no more being lazy for developement on the ps3 versions of game cough fallout 3 cough will hopefully change for every game



Domicinator said:
CGI-Quality said:
@ Squilliam

I have Dead Space on PS3 and 360, the framerates of both are the same. The main differences between the two: The 360 version has better anti-aliasing, the PS3 has better colors and shadows but both have just about identical framerates. As for lead development, they started Dead Space on 360 then switched to PS3 lead, this I read in a Game Informer, so that the game would be, according to EA, equal across all platforms. I personally think they achiev4d that goal, outside of very minor differences, none of which from what I have played, include framerate at all.

 

Why would you buy two copies of the same game?  I doubt your story.

 

...believe it or not, many visitors to these forums work in the games industry.  We compare games cross-platform all the time, and have the expertise and tools to evaluate them without the fog of the (usually clueless) games media spin.

 



Garnett said:

Nice figures by Sony but can you find a real website that does a comprasion of the 2 GPU,I found alot of them saying 360 GPU is better and they post the specs.

 

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 550MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 550MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 550MHz)

 

360 wins in most cases,not all but most and those are just some of the numbers.

Some of those numbers are "conveniently" rounded to make the 360's GPU look better in more circumstances (last example, for instance, should have the RSX at "4.4 billion pixels/sec", but the author "conveniently" rounded it down to the nearest billion).

However, just about every graphics programmer I know prefers the 360's GPU over the PS3's.  Its more flexible, and except in specific circumstances, it makes it easier to use and faster.  If the GPU was all that mattered, the 360 would definately be the superior architecture, IMO.

The PS3 does have one (titanic) advantage in the graphics dept. though -- the SPUs are capable of doing alot of the GPU work for the GPU, and merely feeding it simpler, pre-processed data via the PS3's awesome bus architecture.  The RSX+SPUs are more than capable of out-performing the X360's GPU, but it takes a LOT of talent to do so -- so much so that you're probably only ever going to see this difference in exclusive titles, or very-late-era cross-platforms (~2010 or later).

 



Black RL said:
thejuicingamer you'r sad....

That means that the 360 owners now will have to play a not so good version of the game....

 

Can't wait to play COD 6 in 720p at slideshow framerate !



 

Evan Wells (Uncharted 2): I think the differences that you see between any two games has much more to do with the developer than whether it’s on the Xbox or PS3.

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thejuicingamer said:
Harsh words there garnett, crappy games from EA? i think you need to check your facts, BF bad company?, burnout? Madden? NHL? Dead space? I dont think those games fit in the trash bag

 

You don't?  Odd..I think all of them except Dead Space belong in the trash bag=/  Maybe with the exception of NHL, possibly..

Just me tho..good for PS3, I don't think it'll make a huge difference..I expect to see more equal cross-platform games now instead of good 360/crappy PS3.



Groucho said:
Domicinator said:
CGI-Quality said:
@ Squilliam

I have Dead Space on PS3 and 360, the framerates of both are the same. The main differences between the two: The 360 version has better anti-aliasing, the PS3 has better colors and shadows but both have just about identical framerates. As for lead development, they started Dead Space on 360 then switched to PS3 lead, this I read in a Game Informer, so that the game would be, according to EA, equal across all platforms. I personally think they achiev4d that goal, outside of very minor differences, none of which from what I have played, include framerate at all.

 

Why would you buy two copies of the same game?  I doubt your story.

 

...believe it or not, many visitors to these forums work in the games industry.  We compare games cross-platform all the time, and have the expertise and tools to evaluate them without the fog of the (usually clueless) games media spin.

 

I would be surprised if even one fourth of the people here who SAY they work in the game industry actually do work in the game industry.  It's like the people who say "I own all three consoles so I can be objective" and then follow that up with "TEH PS3 ROXXORS!!!".




Groucho said:
Garnett said:

Nice figures by Sony but can you find a real website that does a comprasion of the 2 GPU,I found alot of them saying 360 GPU is better and they post the specs.

 

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 550MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 550MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 550MHz)

 

360 wins in most cases,not all but most and those are just some of the numbers.

Some of those numbers are "conveniently" rounded to make the 360's GPU look better in more circumstances (last example, for instance, should have the RSX at "4.4 billion pixels/sec", but the author "conveniently" rounded it down to the nearest billion).

However, just about every graphics programmer I know prefers the 360's GPU over the PS3's. Its more flexible, and except in specific circumstances, it makes it easier to use and faster. If the GPU was all that mattered, the 360 would definately be the superior architecture, IMO.

The PS3 does have one (titanic) advantage in the graphics dept. though -- the SPUs are capable of doing alot of the GPU work for the GPU, and merely feeding it simpler, pre-processed data via the PS3's awesome bus architecture. The RSX+SPUs are more than capable of out-performing the X360's GPU, but it takes a LOT of talent to do so -- so much so that you're probably only ever going to see this difference in exclusive titles, or very-late-era cross-platforms (~2010 or later).

 

Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)

Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)

PS3 - 1.0 Billion Vertices/sec

PS3 - 16.0 Billion Pixels/sec

Is probably the more likely scenario, though with tesselation the ratio on the 360 changes to more like:

Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)

Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)

Just a rough guess, and you can see the significant edge the 360 GPU has with MSAA, though the Quincunx on the PS3 is getting better and better and it does produce a rough equivelent of 4xMSAA and they are mitigating the nasty blurryness with experience.

 



Tease.

Yup, to save time in coding and overall dev and to get more games out for more $$$ to Evil Arts.



Squilliam said:
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Groucho said:
Garnett said:

Some of those numbers are "conveniently" rounded to make the 360's GPU look better in more circumstances (last example, for instance, should have the RSX at "4.4 billion pixels/sec", but the author "conveniently" rounded it down to the nearest billion).

However, just about every graphics programmer I know prefers the 360's GPU over the PS3's. Its more flexible, and except in specific circumstances, it makes it easier to use and faster. If the GPU was all that mattered, the 360 would definately be the superior architecture, IMO.

The PS3 does have one (titanic) advantage in the graphics dept. though -- the SPUs are capable of doing alot of the GPU work for the GPU, and merely feeding it simpler, pre-processed data via the PS3's awesome bus architecture. The RSX+SPUs are more than capable of out-performing the X360's GPU, but it takes a LOT of talent to do so -- so much so that you're probably only ever going to see this difference in exclusive titles, or very-late-era cross-platforms (~2010 or later).

 

Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)

Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)

PS3 - 1.0 Billion Vertices/sec

PS3 - 16.0 Billion Pixels/sec

Is probably the more likely scenario, though with tesselation the ratio on the 360 changes to more like:

Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)

Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)

Just a rough guess, and you can see the significant edge the 360 GPU has with MSAA, though the Quincunx on the PS3 is getting better and better and it does produce a rough equivelent of 4xMSAA and they are mitigating the nasty blurryness with experience.

 

For once, I agree with Squilliam.  In his example, which is very typical of 3rd-party cross platform development, the 360 version just plain ends up with a higher fillrate, because the game engine authors aren't using the SPUs to augment the RSX, and because reducing the amount of fill your app wants to use is much much harder than reducing the number of animated bones it wants to use, etc.  This is the case in the vast majority of cross platform games to date -- and the reason why, typically, the PS3 "port" versions are done by merely cutting back the resolution and upscaling it, causing some mild blurryness, or framerate issues, on the PS3 where its not on the 360.

Cross-platform 360-to-PS3 ports are done in this manner to save money and time, which are the primary concerns of a publisher, especially when considering a port.  PS3-to-360 ports, however, are often written with the SPUs in mind -- the game devs know that if they farm some work off the the SPUs on the PS3, they can rely upon the 360's GPU to handle the extra work where the SPUs aren't present.  The games also tend to not be designed in such a manner that they become so fill-rate bound.  

A smartly designed multi-threaded PS3 engine is a piece of cake to port to the 360... the only caveat is that you have to be careful with the amount of animation and SPU vertex computations you do with the PS3... because the 360 isn't going to be able to keep up if you overdo it (since vector math is where the PS3s real muscle shows).  Thus, in a PS3-to-360 port, the character animations have less detail than they could have (the characters have smaller bone counts, and less frequently sampled animations than they could have), but the fillrate is never an issue.  

Honestly its much easier to tell your art team "cut back on the number of animated bones in the skeletons, and reduce the animation sample rate" that it is to tell them "pick some texture stages to lose, or other fillrate issues, so we can do this on a PS3 and have a decent framerate", because tools exist to easily do the first... but not the latter.