Playstation 3 Secrets Revealed

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Besides you completely missed the point, I am not comparing the PC to a Console either technically or otherwise cause we already have had flamewars on this. The point being the API used by the both the xenos as well as the RSX is fairly similar to dirextx for the x360 and opengl for the ps3. Last heard even cg could be used to program the games for the ps3. The entire point was the internal working of both these consoles chips are the same since they are derivatives of the desktop segment chips and hence have a lot in common.

All those figures seem nice but the ps2 graphics synthesiser can't do mipmap aa for shit ! and 48 gbps is a theoritical figure afaik similar to the gflops figures being quoted for next gen console.

Edit: technical documents quote what will be supplied by sony or whatever the manufacturer of the console is i.e. theoritical b/w ;) There is no way to measure it in real life scenarios which is the very reason Sony can pimp just about anything and get away with it.

Edit2: Another thing to keep in mind is even if a given gpu has lot of bandwidth you need a powerful enough gpu to harness it and viceversa.
 
Yes they are theoritical i totally agree....
the 48 Gb/sec is the total memory bandwidth

38.4 Gb/sec for the eDRam + 9.6 Gb/sec for Texture

The fillrate 2.4 Gigapixel/sec is for no texture

its reduced by half with the texture...
 
You want accurate graphic synthesizer specifications here are thay.

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Graphics Synthesizer (GS)

* 150 MHz (147.456 MHz)

* 16 Pixel Pipelines

* 2.4 Gigapixels per Second (no texture)

* 1.2 Gigatexels per Second

* Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering

* Perspective-Correct Texture Mapping

* Bump Mapping

* Environment Mapping

* 32-bit Color (RGBA)

* 32-bit Z Buffer

* 4MB Multiported Embedded DRAM

* 38.4 Gigabytes per Second eDRAM Bandwidth (19.2 GB/s in each direction)

* 9.6 Gigabytes per Second eDRAM Texture Bandwidth

* 150 Million Particles per Second

* Polygon Drawing Rate:

o 75 Million Polygons per Second (small polygon)

o 50 Million Polygons per Second (48-pixel quad with Z and Alpha)

o 30 Million Polygons per Second (50-pixel triangle with Z and Alpha)

o 25 Million Polygons per Second (48-pixel quad with Z, Alpha, and Texture)

* 18.75 Million Sprites per Second (8 x 8 pixel sprites)
 
You don't need to look at tech sheets to see if the ps2 can do trilinear filtering and anti-aliasing or not. Just load one of the games and see for yourselves...
 
Chaos said:
^^All those figures are bullshit... 2.4 Gigapixel LOL Trilinear filtering... mipmapping anti aliasing... are you nuts.... The PS2 graphics processor can do none of those :P.

The technical doc says this... The 38.4 GB/s is the theoretical maximum possible when the graphics processor is virtually doing nothing :P and so is the 2.4gigapixel :P. When pixels are being pushed, its one tenth that figure. I still reiterate that the PS2 graphics chip can not do mipmapping/antialiasing/trilinear. FYI I've coded for the PS2 using the crappy 7 register assembly.

System Clock Frequency: 147MHZ
On chip Memory: 4MB DRAM
Frame buffer Bandwidth: 38.4Gbytes/sec
Pixel write speed: 2.4Gpixels/s

Also you don't know the pains of a game programmer cos of the 4MB texture cache... hell out of that 4MB, a 640x480x3 block is reserved for the frame buffer, another 640x480x2 for Z leaving you around 2.5MB of memory for textures. Thats the reason why PS2 textures are so crappy. Every PS2 game is texture swapping hell for the programmer.
 
Whats more is the fact that the ps3's reality synthesiser uses 128 bit memory bus and doesnt have edram like the xenos on the x360, so i guess a lot of ps3 titles will sacrifice aa for speed.
 
I dont have favorites in consoles I have favourites with Games... GT3/4 (waiting to add GT5 for PS3), Burnout 3 and SRS is one cool game... yeah Im "Car/Racing Sim" guy... and I dont see first 2 games going to XBOX unless Microsoft buys Sony(and I have enemies) or Polyphony Digital(ohhh no more enemies).... so PS3 is mine whenever its around $350....
 
Blade_Runner said:
Whats more is the fact that the ps3's reality synthesiser uses 128 bit memory bus and doesnt have edram like the xenos on the x360, so i guess a lot of ps3 titles will sacrifice aa for speed.

NO AA :S

Sony must be out of its mind..the main eye strainer while playing consoles is AA and AF....and wid the fact that hardware in consoles don't change over there lifetime only means that Xbox360 will have a clear graphical advantage (evry1 who has played wid AA knows how much it help the visual quality) even wid it being not as powerful as the PS3...and on top of that Xbox 360 games are much easier to develop...what is going on in Sony's head??

Pc still looks a better option but i will really celebrate when Ps3 burns out
 
Chaos has a PhD in gfx, so I accept that he knows what he is saying when he talks of RAM requirements for gfx... in any case, it is obvious - you do need a lot of RAM for heavy textures. I have no doubt that in time, as compilers and game engines are improved, 512 MB (total) might just be enough, but right now, I don't think it will provide enough quality to convince users to sepnd megabucks.
 
i'm sure i'm wrong somewhere but if 32mb of ram is enough for ps2 to produce good games even today won't 512 be just more than enough? 32mb on consoles was like 128-256 on a XP loaded PC.
 
Those good looking games are being produced today - after huge compiler optimization, and at low resolution.

The PS3 targets HDTV, and will start off with a very rudimentary compiler. So the results will not be SO spectacular. And they will ask people to spend a bomb on it. How can you justify that?
 
params7 said:
i'm sure i'm wrong somewhere but if 32mb of ram is enough for ps2 to produce good games even today won't 512 be just more than enough? 32mb on consoles was like 128-256 on a XP loaded PC.
Correction.... 256MB XDR main memory, 256MB GDDR3 video memory. Both can't be combined together and neither can the VRAM be used as main memory and vice versa like the XBOX 360.

@Kingy: PS2 didn't have a compiler :P. Atleast that is what the state was when I tinkered around with it.... You HAD to use assembly, no choice!
 
If you just want to play at 640x480, 0xaa, simple bilinear filtering and 256x256 textures, obviously 32mb will do fine.

While on an XP loaded pc with an 800mhz cpu, gf3 level video card and 256mb ram, you can play ps2 games like Soul Reaver 2, GTA3, GTA:VC, NFS:HP2, Chaos Legion, Sands of Time, Warrior Within, etc. at 1152x864, 16xaf and twice the texture resolution.

I am not just saying that, I have played all those games at those very settings on such a pc and got fluid framerates (> 40 in the most extreme cases like GTA:VC).
 
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