Yes! Because the difference can be seen by the human eye! It really can!
Yes! Because the difference can be seen by the human eye! It really can!
makingmusic476 said:
They'll also be offering special deals on duct tape so you can stick them together. :P |
beat me to it.
@ selnor
MikeB said: @ selnor |
Its not cache, its like small ram for each SPE and you have program usage of that memory 'by yourself'(Ie theres no cache.). Uhm, try to do the ones with logical AI 'manually'. Logical AI is very hard to implement with SPE:s anyway(real time that is). On the other hand you could use PPE, but its also a bit limited when it comes to programs that use a lot of branches.
And wtf? Its not always better when programmer must do something manually. I bet for you whenever programmer must do something manually for X360 it will be crap and for PS3 it will be a frigging BLESSING. Just cut that biased crap. You seem to know something, but I(and I guess others too) can't take you seriously because you act like PS3 zealot.
Yes the EDRam bandwidth is useful for mainly AA, however there are enough 360 games lacking AA. Including some of its best games like Kameo, Halo 3, Dead Space, Madden 09, Quake 4, etc. The problem is that the amount of EDRam is so small and tiling results in framerate issues.
Only useful for mainly AA? Hahaha.....
You wish... It's inaccurate, incomplete, biased and thus entirely useless.
Sounds quite familiar especially when reading your posts... (heh...)
I challenge you to say something good about X360. :D
@ Deneidez
lol for people that can see things that fast it must really be annoying for them to play games in 30 or 60fps :P
R.I.P Mr Iwata :'( | ||
MikeB said: @ selnor What I am posting is from a M$ e-mail from their own comparitive analysis I don't think it's from Microsoft, maybe some anonymous troll sending out fake Spam. Sure Microsoft likes to mislead, but that "email" is far over the top. I won't do a complete runthrough as I already addressed everything here on VGchartz before. Just one for illustration: The Cell's seven DSPs (what Sony calls SPEs) have no cache, no direct access to memory, no branch predictor, and a different instruction set from the PS3's main CPU. Each SPE does have a tiny amount of cache, they all do have DMA units and a branch predictor is not needed with properly designed SPE code (the programmer does so manually, like shifting gears, but more efficienty than a predictor can). Why do processors need cache to perform properly? The answer is simply, operating speed, for working on data as fast as possible. One thing you will note when looking at each SPE's memory is that it's the same kind of RAM that is used for cache elsewhere. Just because this memory does share the limitations of cache when used, does not give other CPUs an advantage. his info certainly doesnt lie and is accurate You wish... It's inaccurate, incomplete, biased and thus entirely useless. |
@MikeB
"Atomic Cache Unit
Never heard of it right?
Well its one of my favorite things on the PS3 and gets little love cos its one of those tiny features that make life so much nicer."
http://blog.deanoc.com/?p=96
Hmm, interesting blog article and yes I haven't heard of it ever. I wonder why there isn't much information about it. Its really small(~4 variables), but still makes it all a bit different.
It's extra work, but all game engine devs agree they are able to achieve superior better results. Code designed for the SPEs will be a lot more cache friendly on other CPUs as well.
Sometimes whatever you do/how optimal you try to be the best result is when used automatical/already implemented stuff. This is especially the case when all programmers in project aren't gurus and as Groucho said theres only few of these guys. (You like the word superior, don't you?)
The Tomb Raider Underworld dev for example stated the Cell approach is superior better to anything Microsoft proposes for both platforms. He does however acknowledge game assets wise and general game engine design for this game is totally geared towards the 360 (due to the 360 being on the market earlier) and thus will not get the most out of the PS3 (referring to a comparison with Uncharted: Drake's Fortune, a PS3 exclusive for which the devs explained to have an enormous amount of headroom for future games as well).
Can I get sources for all of these claims/articles you refer? (No, I don't imply that they haven't said such things etc. I just want to see what else did they say and what kind of stuff they are talking about. Superior... Hmm... I wonder did they really use such a word. :D)
I said mainly not only, that´s what it´s currently mostly used for. However 720p together with AA already results into tiling, thus impacts framerates. 600p with AA can be done without really impacting framerates, thus a game like COD4 can run at 60 FPS on the 360.
And how about shaders for example? I am quite sure its stupid to use ram for shaders when you have ten times better eDRAM you can use to play around with those shaders. Or are shaders some sort of inferior part so you can't really count them? And yes you are right. One must use tiling at higher resolutions with AA and it will slow things down a bit.
Like I said before, it´s really cheap around here, 149 Euro (much less than a Sony PSP for example or a Wii) and I loved Kameo when I bought one a long time ago.
Not sure can I count calling something cheap as saying something good about it, but I guess thats best I can get from you.
@ selnor
@ Deneidez
Some of the dev quotes from e-mpire forums:
"asset-wise 360 was around first, so we made stuff keeping the 360 in mind first."
"Well, that all depends on your definition. Writing code optimized for the PS3 and using threading policies that are suited the SPUs is a given, because not doing so would not be acceptable at all. All our multithreading is done on PS3 first without exception, and other platforms emulate SPURS."
"Secondly, the matters of multithreading policies, the whole job queue architecture, encapsulation of jobs and their corresponding data packets, etc. that work on the PS3 are indeed more than applicable of the 360/PC. And as I've mentioned before, they work better than anything and everything that Microsoft recommends (so far without exception for us). The problems lie in the fact that that work is an absolute necessity on the PS3, whereas they're not entirely necessary on any other platform."