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Forums - Gaming - Killzone 2 surpasses Crysis

haxxiy said:

The SPEs can do double precision floating point operations, the PPE can not. That includes the X360's CPU. This actually happens because the PPEs in both consoles use the AltiVec floating point/ SIMD instruction set which is locked on 128-bit single precision operations.

I wonder why you are telling this for us. They sure can do doubles, but its no use to use them because they are much slower than floats. Most of games(or all?) use only 'regular' floats to make 3D worlds. Same goes with physics & other stuff just because its much faster to use floats than doubles and because theres just about nothing you would gain by using doubles.



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disolitude said:
Reading this one can realize how dumb people can be, getting caught in an argument like this.

Anyone that has played it knows that Crysis a very mediocre game despite its looks. Why are people using it as a benchmark?

Halo 3 >>>>>> Crysis in everything but graphics which is what matters.

So what if Killzone 2 looks better than Crysis. (which it doesnt) Doesn't make it a good game at all...

 



Deneidez said:
haxxiy said:

The SPEs can do double precision floating point operations, the PPE can not. That includes the X360's CPU. This actually happens because the PPEs in both consoles use the AltiVec floating point/ SIMD instruction set which is locked on 128-bit single precision operations.

I wonder why you are telling this for us. They sure can do doubles, but its no use to use them because they are much slower than floats. Most of games(or all?) use only 'regular' floats to make 3D worlds. Same goes with physics & other stuff just because its much faster to use floats than doubles and because theres just about nothing you would gain by using doubles.

Even worse, the current SPEs suck at double precision, actually IBM leak some info about an enchanced version of the Cell with better support of doble precision ops in the SPEs...

 



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Deneidez said:
haxxiy said:

The SPEs can do double precision floating point operations, the PPE can not. That includes the X360's CPU. This actually happens because the PPEs in both consoles use the AltiVec floating point/ SIMD instruction set which is locked on 128-bit single precision operations.

I wonder why you are telling this for us. They sure can do doubles, but its no use to use them because they are much slower than floats. Most of games(or all?) use only 'regular' floats to make 3D worlds. Same goes with physics & other stuff just because its much faster to use floats than doubles and because theres just about nothing you would gain by using doubles.


I assume you're saying that double precision are slower than single precision, which has no base at all. They provide more exponent width and significant precision than common single flops. Thus it provides numerical stability to the cpu and make it capable of handling more tasks. @fj-warez: the Cell does not suck at double precision. Actually it is on par with the average quad-core CPU, just looking really bad when compared to single-precision performance of the cell itself. And IBM didn't leak anything, they actually announced a Cell variant focused on DP to be used QS22 Blade Servers.

 

 

 

 

 

haxxiy said:
I assume you're saying that double precision are slower than single precision, which has no base at all. They provide more exponent width and significant precision than common single flops. Thus it provides numerical stability to the cpu and make it capable of handling more tasks.

Wtf are you talking about? :D

Each PPU can complete two double precision operations per clock cycle using a scalar-fused multiply-add instruction, which translates to 6.4 GFLOPS at 3.2 GHz; or eight single precision operations per clock cycle with a vector fused-multiply-add instruction, which translates to 25.6 GFLOPS at 3.2 GHz.

Source: Wikipedia

( If you would have any linux and I wouldn't be sick, I could modify my 3D engine to use double instead of floats and you would see that it would make it run slower, much slower. The same would happen with oh so great CELL. )



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SpartanFX said:

get ready for 1000 posts from certain users with target or super high end crysis pics.

 

meanwhile enjoy this gif

 

 

Lol i know right?



Gameplay's one thing, and I think a video posted earlier with Crysis running in "holy shit" mode proves the point handily that Killzone's style is creating the illusion that it even looks in the same neighborhood as Crysis, but:



All other things being equal, scalable technology is what is always going to make me sit back and say "wow".



Khuutra said:
Gameplay's one thing, and I think a video posted earlier with Crysis running in "holy shit" mode proves the point handily that Killzone's style is creating the illusion that it even looks in the same neighborhood as Crysis, but:



All other things being equal, scalable technology is what is always going to make me sit back and say "wow".

Q: Is this realtime?
A: No, it was rendered frame by frame slowly using this method:
http://forums.facepunchstudios.com/sh...

 




BengaBenga said:
It's exactly this kind of over-hyping that always leads to dissapointment.

 

Hey, I got a ban for saying that.





Current-gen game collection uploaded on the profile, full of win and good games; also most of my PC games. Lucasfilm Games/LucasArts 1982-2008 (Requiescat In Pace).

Million said:
Khuutra said:
Gameplay's one thing, and I think a video posted earlier with Crysis running in "holy shit" mode proves the point handily that Killzone's style is creating the illusion that it even looks in the same neighborhood as Crysis, but:



All other things being equal, scalable technology is what is always going to make me sit back and say "wow".

Q: Is this realtime?
A: No, it was rendered frame by frame slowly using this method:
http://forums.facepunchstudios.com/sh...

 

I am fully aware. That's why I made the comment about scalable technology - a computer that could run this in real time doesn't exist yet, but in theory one could do that in real time at some point.