Nooo...the devs are now just starting to get the hang of the ps3 hardware....
Nooo...the devs are now just starting to get the hang of the ps3 hardware....
| Squilliam said: ^ The game also runs at an unlocked 60FPS so I wonder if this helps to compensate for this rendering methodology and may be why they chose this particular method. |
You can also read it int the opposite direction.
My sensation is that you go 60fps only if you are pretty confident that you're not going to degrade to way lower framerates: falling from 60fps to 45-50fps for example is very noticeable to the eye.
Thus I suppose they can consistently pull off all their elaboration within a 60th of a second frame time. Which in turn I suppose means that they found a pretty reliable way to offload to the SPUs.
The other way to look at it is that action games are very sensitive to input latency, more so than many other titles as the games require timed button responses. (This is especially true for GH, RB music games)
In this instance, the sensation of poor input response may be more critical to avoid than the variable flow of fluxuating frame-rates.
Tease.
| Squilliam said: The other way to look at it is that action games are very sensitive to input latency, more so than many other titles as the games require timed button responses. (This is especially true for GH, RB music games) In this instance, the sensation of poor input response may be more critical to avoid than the variable flow of fluxuating frame-rates. |
Squilliam, you are over all us peons heads with your mighty intelligence. Please induge us with a Video of Crysis that doesn't look laggy or choppy running on any PC. Then you will learn those PS3 fanboys good.
Remember a video not a bullshot.
I would go out on a limb and say that no the PS3 has not shown us everything it can do. The developers are just now getting the hang of developing for it and every game that comes out for it is a little better than the last. I think that maybe the graphics will top out in the next year or two, but then other features can be enhanced and made better in the game. There are many different aspects than just graphics for games.
End of 2009 sales predictions:
PS3 - 33 Million 360 - 40 Million Wii - 75 Million
Megadude said:
Squilliam, you are over all us peons heads with your mighty intelligence. Please induge us with a Video of Crysis that doesn't look laggy or choppy running on any PC. Then you will learn those PS3 fanboys good. Remember a video not a bullshot. |
Nude pictures of you or no deal.
Tease.
WereKitten said:
Where are you getting this? Look at the GoW PDF you mentioned, slides 13 and 14: slide 13 is how you work with a single CPU and a GPU: the CPU prepares the scene of frame n+1 and then runs the input elaboration/physics/AI for frame n+2 while the GPU renders frame n. slide 14 is how you work by offloading to SPUs: the scene is always frame n+1 and the simulation is always frame n+2, but it is parallelized among SPUs together with part of the rendering so that the time needed to end is lesser and you can actually render a higher framerate consistently (cpu stuff not in frame means skipping a frame) In both cases they showed a 2 frames offset between rendered frame and simulated frame where player input is read. Of course there will be more lag frames in practice, at the very least the usual one for double buffering I suppose. |
Slide 4 shows the traditional way of doing things since GPUs have been used (2 simultaneous frames with CPU->GPU pipeline).
Slide 5 shows the same thing with an additional CPU in the pipeline (3 frames, CPU0->CPU1->GPU).
Slide 13 shows GOW3's way before they used SPUs (3 frames, PPU->PPU->GPU)
Slide 14 shows GOW3's way after offloading certain parts to the SPUs (3 frames, PPU->SPUs->GPU).
haxxiy said:
1-2 frames is too few. Default for NVIDIA cards are three I think. |
Interesting. Where can I read about that? Where are each of the frames located at each moment?
My Mario Kart Wii friend code: 2707-1866-0957
2 years into its life is that the limit, lol op lol hard.
| NJ5 said: Slide 4 shows the traditional way of doing things since GPUs have been used (2 simultaneous frames with CPU->GPU pipeline). Slide 5 shows the same thing with an additional CPU in the pipeline (3 frames, CPU0->CPU1->GPU). Slide 13 shows GOW3's way before they used SPUs (3 frames, PPU->PPU->GPU) Slide 14 shows GOW3's way after offloading certain parts to the SPUs (3 frames, PPU->SPUs->GPU).
Interesting. Where can I read about that? Where are each of the frames located at each moment?
|
Ok, I see what you're saying. But the shifting in 3 frames is only because you have the 3 serial operations in parallel on different frames (simulation->scene->render).
If you have 58 CPUs but each of these steps can be parallelized internally, the frames required will still be 3.
| WereKitten said: Ok, I see what you're saying. But the shifting in 3 frames is only because you have the 3 serial operations in parallel on different frames (simulation->scene->render). If you have 58 CPUs but each of these steps can be parallelized internally, the frames required will still be 3.
|
Not if you pipeline the operations (which you can do by dividing these 3 serial operations into further serial operations, the same way they passed from 2 to 3). Massive pipelining is the easy and scalable way of doing multi-core programs, but of course not good enough when response time is important.
Your last sentence is very true, but parallelizing the steps is the hard part as you know. That's probably where future optimization efforts will be focused, along with low-level code optimizations.
My Mario Kart Wii friend code: 2707-1866-0957