I thought this was funny. These guys seems to actually read forums and watch youtube.
enjoy;
I thought this was funny. These guys seems to actually read forums and watch youtube.
enjoy;

LOL @ you putting this up. I watch Wip3ou7 vids a lot and it's true it don't have true 1080p
The test they used was flawed (the dash on the X360 actually does only render a 720p image and upscale it). The X360 *can* render a 1080p image in-game... you just cannot render double-buffered without swapping out the entire eDRAM, so most games don't do it.
If you really want to create a 1080p game without upscaling, the PS3 is actually much speedier with it, and can render to a lot of targets in 1080p much MUCH faster (making multipass 1080p rendering much much better on the PS3).
The real trouble with 1080p is that the GPUs of both the X360 and the PS3 aren't really powerful enough to render 1080p images at rates fast enough for most games. The games just plain look better at 720p (or less, in many cases) with a lot fancier shader operations per pixel, than they do at slide-show framerates in 1080p.
The only games that can get away with 1080p are those that can get away with fast/simple rendering tasks -- racers and space flight games are good examples. Lots of arcade/2D titles can also use it, for similar reasons. And yes, the PS3 is better at this (relatively rare) rendering scenario, without question, due to its memory architecture differences from the 360. One of the few scenarios where the eDRAM of the 360 GPU actually hampers it.
"True" 1080p gaming... will have to wait until the next gen.
If you want to understand this more thoroughly, think about the 1080p rendering scenario in more concrete terms: 1920 x 1080 x 5 = darn near 10MB, which is the size of the X360 eDRAM. 5 being "5 bytes" -- 24 bits of color info, and 16 bits of depth info. This is assuming a LOT of stuff... like no alpha, no stencil buffer, etc. The 360 GPU can ONLY render to the eDRAM.. but you can copy the eDRAM to main memory in part, to do something called "tiled" rendering... i.e. work on part of the image, then do some copying, and work on the rest of the image, then do some copying of the completed image back, etc. The copying is relatively slow, which is why games like CoD:MW (and MW2) render at 600p, and rely upon upscaling -- they want to keep two complete color and depth buffers in eDRAM at all times, or keep a complete framebuffer and a load of textures there, such that they rarely stall waiting for large memory copying operations, and hence, have the chance to run at 60 fps.
The copying can be done on part of the buffer while the GPU is working, but in some cases, the GPU has to stall and wait for its work to be moved around before it can begin the next operation. The small eDRAM, and resulting copying for tiled rendering, eventually become a bottleneck for advanced rendering techniques -- but its usually okay for simple stuff.