» Sat Nov 28, 2009 2:49 am
ur not very bright are u, if u look at many articles wrtten by devs out thereNO - NOT TRUE SUAREZ
Listen to me - cell processor doesnt make that much difference to the graphics that the PS3 can produce. It is the graphics chip that counts.
Read my post above about the PS3 using a 5 year old graphics chip, which has now been replaced not once, not twice, but 3 times and about to be 4 times by newer more powerful graphics cards.
People say the cell has so many cores blah blah blah, but remember that the number of cores the cell has is NOTHING compared to what a graphics chip has.
Compare the specs below if you dont believe me:
7800 GTX
302 million transistors
Core clock - 430 MHz
Memory Clock - 1.2 GHz
GTX 580
3 BILLION transistors (that's 10 times as many)
Core clock - 772 MHz
Memory clock - 4008 MHz
[quote="miztaziggy"]NO - NOT TRUE SUAREZ
if u look at many articles wrtten by devs out there, u will see ur right and wrong.
The ps3 architecture isnt based around its gpu and isnt meant to utilise the gpu in same way 360 does. its meant to utilise its spu's to do all the work that is often loaded onto the gpu on 360.
its this completely different approach to programming that makes life difficult for multiplatform devs , especially if they havent heavily optimised their engine, as they cant simply put effects onto the gpu on ps3 like they do on 360(as long as they stay under 1152x720p they can throw in 2xAA and things like alpha transparency in for free due to 10mb edram attached to the 360 gpu). The 360 also has 512mn unified ram, as opposed to the 256mb dedicated video ram and 256mb cpu ram on ps3, which ends up resulting in bandwidth issues if they try to use ps3 gpu in same way as 360 does.
This is where issue lies, it takes more work to do things on ps3 if u are not working from ground up on it and are using middleware like ue3 or even cryengine 3. They have to learn how its best to do things on ps3, where to do it etc and this is time consuming and expensive, unless they have already invested in optimising their engine to get best out the console.
bioshock infinite devs discussing multiplatform games talk about this distinct hardware being the source of multiplatform issues here.
http://imagequalitymatters.blogspot.com/2010/11/tech-report-irrational-talks-bioshock.html
or a developer discussing the 360 vs ps3 issue way back in 2006.
"Performance: On paper, the PS3 is more powerful. In reality, it's quite inferior to the 360. Without getting into too many details, the three general-purpose CPU's the xbox360 has are currently FAR easier to take advantage of than the SPU's on the PS3. I suspect a few years down the road some high budget, first party
PS3 exclusive titles will come out that really take advantage of the SPU's and do things the XBOX 360 can't"
http://www.hardcoeware.net/reviews/review-348-1.htm
The advantage the 360 has is that its easy to program for, they have all the engines designed around its strengths already like ue3 and the tools were already there from begiig as MS mde sure they were available, whereas Sony didnt ave a of this, and is only now putting in the effort to make sure devs have support and tools available
If u look at what designer of cell and xenos had to say on subject u get this answer
e genius designer David Shippy, who worked on both the PS3's Cell-specific PPU chip and Xbox 360's Xenon CPU talked about the strengths and weaknesses of both chips.
You see a Sony co-developed the Cell with IBM. In late 2002, Microsoft approached IBM about making the chip for Microsoft's rival game console, the Xbox 360. Microsoft used David Shippy experience working on the Cell to use that technology to design a console specific version.
Here's a snippet
"When asked about which CPU is more powerful, Sippy answered that "It depends... they're completely different models. So in the PS3, you've got this Cell chip which has massive parallel processing power, the PowerPC core, multiple SPU cores... it's got a GPU that is, in the model here, processing more in the Cell chip and less in the GPU. So that's one processing paradigm -- a heterogeneous paradigm."
"With the Xbox 360, you've got more of a traditional multi-core system, and you've got three PowerPC cores, each of them having dual threads -- so you've got six threads running there, at least in the CPU. Six threads in Xbox 360, and eight or nine threads in the PS3 -- but then you've got to factor in the GPU. The GPU is highly sophisticated in the Xbox 360."
"At the end of the day, when you put them all together, depending on the software, I think they're pretty equal, even though they're completely different processing models," he concludes.
Shippy then was asked how hard it is to write code for Playstation 3's Cell chip, and he explained that it is really tough, but -if done right- software can "absolutely get the most out of the [Playstation 3] hardware".
"I think some of the bigger game houses that will write more high-level code would really prefer an Xbox 360 -- right out of the chute, it's easier to write code for. I think you can really leverage the Cell hardware technology -- but it is harder to get your head around.""
http://xboxrepublic.top-forum.net/t199-xbox-360-chip-equal-to-powerful-cell-says-designer-of-both
try looking at some of these figures if u want too.(not gonna pretend i undertand most of them)
http://n4g.com/user/blogpost/nasim/74529
so ur facts and figures dont tell the full story im afraid mate.