Loakum Ugh….scratch that previous comment. The upcoming Game of Thrones video game is a F’in mobile phone game. Why can’t they came an open world GoT game, like Witcher 3 or God of War? (> 3 Months ago)
Loakum By FAR, the upcoming Game of Thrones King’s Road was the Game of the Show! It plays like God of War Ragnarok! :) (> 3 Months ago)
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (> 3 Months ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (> 3 Months ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (> 3 Months ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (> 3 Months ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)

Since 7402 DaysHe says their NAO32 method of HDR can be considered a real HDR format and other tidbits like this.
Marco: Correct. The main idea behind NAO32 is that we want to trade shading power to regain memory space and bandwidth (very precious resources on a console). So instead of encoding our HDR colors into a FP16 or FP32 frame buffer, we devised a scheme to use RSX pixel shading units to convert an RGB color in a CIE Luv color that only requires a common RGBA8 frame buffer (4 bytes per pixel, half the space of a FP16 pixel) to be fully stored.
The quality of this format is really outstanding. Even if it uses half the space/bandwidth of common HDR rendering solutions, it really makes no compromises at all in image quality.
PSINext: After getting to play the game at E3, it's clear that a number of intensive effects such as HDR - courtesy of NAO32 of course - and full soft shadowing are in place. What can you tell us about the levels of anti-aliasing and anisotropic filtering, if any, Ninja Theory is utilizing for Heavenly Sword?
Marco: Yep, shadowing is completely dynamic and everything can cast/receive shadows. Soft shadows are achieved taking 12 jittered samples per pixel. Antialiasing is set to 4X (multisampling), but quality wise is not as good as it could be; we need to work on it, and hopefully it will improve over the next several months.
Anisotropic filtering is being used on some specific meshes (floors, walls, etc...) and AFAIK is set to 8x + trilinear
Now whats in this next set of text has to be the most controversial comment in the interview (quite frankly I don't buy it at all)
PSINext: Have any internal resolution and frame-rate targets been set yet for HS?
Marco: Our target resolution for Heavenly Sword is 720p with 4x MSAA, which we've already achieved. The frame rate target is not something completely set in stone at this time. Though our E3 demo was running at over 30 frames per second, I'm willing to bet the final game will run at 30 FPS. Hopefully this will allow us to push even more effects on screen.
PSINext: As previously discussed, beyond it's high quality one of the primary reasons for the use of NAO32 is that it saves bandwidth in a bandwidth-hungry environment. In the future do you feel RSX will be at a disadvantage to Xenos when it comes to framebuffer effects due to the 128-bit bus and lack of eDRAM?
Marco: Not at all; in fact for many framebuffer effects I believe RSX will have an edge over Xenos. Don't want to go into details, but let me just point out that RSX is connected to two seperate buses, not just one.
I don't know about this at all what do you think acert? Also this guy frequents beyond3D it seems so I guess we can say we know how the majority feel about the ps3 and the 360 ;) When he makes such a comment he should MOST CERTAINLY go into detail.
[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Since 7521 Days
Since 7540 Days
Since 7256 DaysI think hdr was wrong in HS. Also no way it was 4aa, jagies everywhere.
But the point is that rsx is downgraided to 128-bit memory bus.
Since 7525 Days360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$
Since 7452 Days
Since 7382 DaysBTW Hasan do you have a link to the B3D argument? I'd be interested in reading what happened.
Since 7525 DaysDave:
I think that does needs some more details, because the only element discussed there, two seprate busses, isn't actually that different between RSX and Xenos.
nAo: All details are already there since I was talking about frame buffer effects: in the vast majority of cases you'll end up being texture bw limited and last time I checked Xenos does not have 2 separate busses to fetch textures.
Dave: True enough, but unless you just aren't ouputting any pixels at all then it probably has a greater local texture bandwidth in the first place.
nAo: Sure, but as soon as you get serious with texture bw (thus you are texture bw limited) the ratio between color and texture bw is so small that it gets almost not relevant as the color bw just costs as much as another texel to sample..
Another important factor here is texture cache, complex post process effects require big texture caches cause they use wide fllter kernels and/or non coherent sampling patterns.
Dave: Because Xenos has a dedicated bus for pixel bandwidth.
The two busses on PS3 are the main Cell/R at 25.6GB/s (which FlexIO can access at a lower rate) and the 22.4GB/s for RSX/GDDR3 - here you can achieve a number of combinations, for example: Cell/R - system, RSX/GDDR3 - texture / pixel; Cell/R - system / texture, RSX/GDDR3 - texture / pixel; etc. With Xenon we have a 22.4GB/s UMA for system and graphics, and another 32GB/s(or 256GB/s) purely for pixel.
As you can see, nAo is trying his level best to diss 360 GPU
360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$
Since 7525 DaysBTW Hasan do you have a link to the B3D argument? I'd be interested in reading what happened.
360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$
Since 7382 Dayshttp://www.beyond3d.com/forum/showthread.php?t=301...
Since 7256 Days
Since 7525 Days360 = 299 + 100 HDDVD = 399 | Wii = 199
Wii60 = 399 + 199 = 600$
Since 7628 Daysthe only tyrant I accept is my inner voice
Since 7521 Days
Since 7402 Days[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Since 7229 Dayshttp://www.gamesindustry.biz/content_page.php?aid=...
With a vast battlefield involving hundreds to thousands of soldiers like Heavenly Sword you have to sacrifice framerate. Everyone expected this and that doesnt mean say a fighting game with 2 characters isnt capable of much higher numbers.
Optimus beyond3D guys like to think they know everything, but the simple truth is its exactly like gamefaqs only the fanboys have technical knowledge. Sad really but true. The two GPUs are actually of pretty comparable strength.
Since 7488 Dayshttp://www.gamesindustry.biz/content_page.php?aid=...
With a vast battlefield involving hundreds to thousands of soldiers like Heavenly Sword you have to sacrifice framerate. Everyone expected this and that doesnt mean say a fighting game with 2 characters isnt capable of much higher numbers.
Optimus beyond3D guys like to think they know everything, but the simple truth is its exactly like gamefaqs only the fanboys have technical knowledge. Sad really but true. The two GPUs are actually of pretty comparable strength.
The truth is you cannot compare both GPUs yet since the PS3 is not yet out of the market. It's not a matter of the B3D not being smart enough.
Since 7402 Days[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Since 7480 DaysIt takes 24-28 months to build a game from the ground up, even longer if you do your own engine and tools. Xenos has been in dev hands almost 10 months now. Looking at the core features we see many have not been touched: Hardware tesselation, vertex texturing, SM3.0, etc. Up until a couple months ago there were some API issues with tiling. It is a totally new hardware paradigm and devs are still struggling to get SM2.0-only games out. The first SM2.0 ONLY game is Oblivion. SM3.0 is minimally exploited at this time.
--
As for the interview nAo has never been really hot on Xenos even before he worked with Ninja Theory (he has not worked with the 360). It just does not line up with his vision of a game engine.
That said, note that his comparisons are all, "We did this to alleviate a bottleneck on RSX" -- yet nowhere in the discussion is the 360 given equal credit. i.e. "Ok, you spent 12 months tweaking the PS3 -- what would happen if you spent the same 12 months on the 360 doing the same thing?"
And that really is an issue IMO. With the PS3 due to the segmented memory and the bandwidth constraints devs have to do a lot of extra work on things that "just work" on Xenos. e.g. With the fillrate a developer could move their alpha blends of certain objects to CELL. Ok, but now you are taking CPU performance away from the game engine to make up for the GPU AND it requires more work. Ditto HDR. NOA32 takes shader cycles. It does not appear overly expensive, but again you are talking extra time and taking performance to do it.
Ninja Theory is a 2nd party being funded by Sony for exclusive PS3 content. They are not working on any 360 titles and they have blogged a number of confrontational posts in the past about how Xbox kung fu game sold poorly and was critically chastized was the result of MS's spinelessness, etc... That does not mean they are wrong, but it does mean they are just one opinion and should be treated as such.
I personally tend to consider what multi-platform devs say in regards to comparisons, and in regards to each system and how it is being used in exclusive content I listen to exclusive devs about their OWN system. The comments from Starbreeze, id Software, Valve, etc... are all multi-platform and tell us a lot. The CoD2 gushed on the 360, NT gushes on the PS3. It is what you would expect.
Back to the article, some of the comments are really vague. e.g. He would not give reasons why (i.e. NDA) he thought certain things. At other points, like the memory architecture, it was vague.
But as I was recently pointing out, numbers tend to lie. e.g. Fillrate
RSX 4.4B pixels/s
Xenos 4.0B pixels/s
Here is the catch: That number is cut in half when RSX enables 4xMSAA. Xenos remains the same (i.e. no logic penalty). Further, Xenos ALWAYS has that fillrate because it has 256GB/s of memory bandwidth for pixel fill. It NEVER is delayed.
RSX is not so clean. If ALL the GDDR3 is dedicated to fillrate it tops out at 2.8B pixel/s. And that leaves no memory bandwidth for the framebuffer, backbuffers (which have high bandwidth needs), texturing, geometry, etc.
Xenos? It has enough bandwidth for full fillrate with 4xMSAA, FP10 (HDR), and so forth. Further, Xenos has a huge Z fill because unlike any GPU on the market it can do 2 Z samples per clock, even with AA enabled (with 4xMSAA it does 64 z samples a clock).
This same type of scenario applies to texturing (e.g. Xenos' TMUs are totally decoupled and, unlike RSX, do not require PS ALUs being allocated to texture), flops (Xenos not only load balances but with an array of 'small' ALUs is very fine grained for very high utilization and Xenos is also very threaded), shader model (both are SM3.0, but Xenos batch size is 64 whereas RSX is over 1000 meaning Xenos is a lot faster at pixel shader dynamix branching), etc
It is easy to say: Xenos performs 217GFLOPs and RSX is 255GFLOPs, so they are close with an edge to RSX. But that totally ignores architecture (bandwidth, utilization, featureset, bottlenecks) and ease of use. Xenos is clearly designed for the console space and console problems. it also resolves some big problems natively; e.g. FP16 for HDR is 2x as expensive as Int8 and uses more bandwidth. Xenos has FP10 so you get the benefits of FP10 with the expense of Int8. No work arounds and time invested, no extra costs. It just works. All things even FP10 saves a lot of resources over FP16 which means in theory a FP10-system could need less raw power to get the same end result. Featureset is pretty important in that regard.
Of course the article never touches on how such bandwidth could be leveraged for the Xbox 360--and why would it? PLAYSTATION site, PLAYSTATION developer.
It does not mean it is unfair, it just means it is only one angle and opinion.
Of course if you asked a 360 dev they would have their own little tricks. Not to mention it has a lot of features (curved surfaces, tesselation, vertex texturing, coherant memory reads and writes, fine-grained SM3.0 that is much, much faster at pixel dynamic branching... in the order of 4-10x faster in some DB bottlenecked situations).
So take what any dev says in context and with a grain of salt. These interviews are good PR. MS does the same thing. But there is always more to the story.
What I can say is that it is nice to see PS3 overcoming some of the larger hurdles RSX presents. I look forward to tesselation and displacement mapping work arounds running on CELL as well. Hopefully Sony incorperates NOA32, Tesselation, DM, etc... into the SDK and allows these things to be accessed through an API as "featuresets" if they wish. Making next-gen features standard and easily accessible is important and with the current state of Sony tools devs could use the help.
Now that I retired I can play more MGS games.
Since 7402 Days[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]
Since 7284 Days"Use Humlilty to make them Haughty"-Sun Tzu
Since 7462 Days
Since 7521 Days
Since 7462 Days
Since 7402 Days[b] Never judge a game too harshly via screenshots or videos, because they are in no way capable of properly representing what the game truly looks like were you to see it running in front of you on a 360 [/b]