CG looks better than actual gameplay from an unfinished product? WOW!Originally Posted by MarkRyan
At least Microsoft has some graphs to counter Sony's, though. But this is all spin, like I said, lets see the games!
It's true, they do. Go back and look at the muddy tech demos that were shown before the launch then go look at Ratchet and Clank UYA, GT4 or God of War. They're much smoother and detailed than anything any of us saw coming.Originally Posted by MarkRyan
CG looks better than actual gameplay from an unfinished product? WOW!Originally Posted by MarkRyan
At least Microsoft has some graphs to counter Sony's, though. But this is all spin, like I said, lets see the games!
I hope some killer graph-making games get released.
Well that's like, your opinion, man.
I don't know what you guys are complaining about. This Xbox 360 gameshot is awesome. I can't wait!!
R.I.P. Paragon Studios
Wow, Microsoft even included real-time gradient shading in the hardware this time. I mean, look how it fades from dark green to light!Originally Posted by Cowdisease
Dolemite, the Bad-Ass King of all Pimps and Hustlers
Gymkata: I mean look at da lil playah woblin his way into our hearts in the sig awwwwwww
XD !!Originally Posted by Yoshi
Notice how the graph is green, this is biased media.Originally Posted by Cowdisease
Floating point numbers are simply binary representations of real numbers, a subset of them at least. For example, the number 3489526 can be represented approximately by 3.4839x10^6 in base 10. On computers, though, the base is obviously 2, not 10, and the IEEE has laid out specifications for all binary floating point numbers at different lengths (bits). However, due to the imprecise nature of computers (a computer cant actually hold the value for pi, for obvious reasons) there are problems with rounding and the calculations which foreshadows the need for numerical analysis.Originally Posted by BrAnDX105
I know both Sony and Microsoft want you to think of FLOPS as some mythical figure which directly translates into real-world game performance, but thats really all it is. FLOPS obviously refers to how many of these floating point numbers can be manipulated. Its a rough representation of how many numbers can be crunched, and NOTHING MORE. It has *nothing* to do with how many polygons can be displayed, how detailed textures can be, if Havok 6.0 can run on the system, if you can see the texture of Lara Croft's areola, NOTHING! Its nothing but nerd-speak, I learned about floating point numbers in one of my dorky math classes and Im sure its not even an issue for programmers of games (it is key for chip designers, though).
As has been said by me and others, the Emotion Engine was able to do 6.2 gigaflops while the Celeron CPU in the Xbox was able to do 2.9.
Last edited by diffusionx; 20 May 2005 at 04:47 PM.
True, but the difference here is that you had a GPU to offload a lot of the work from the CPU.
Take note of who Major Nelson is. He doesn't work for Sony, that's for sure.
And, at first glace those graphs aren't exactly correct.
The first two are innacurate and irrelevent because those DSPs aren't DSPs at all. If they were it would be the stupidest hardware decision ever made in video games.
The memory bandwidth thing is just flat out wrong.
I could go into detail, but I don't think anyone is really interested in the nuts and bolts of it.
Executive summary: The PS3 is superior at playing pre-rendered CGI movies of Killzone and should offer twice as many Terable Flops per year, but the Xbox360 has the edge when displaying photoshopped screenshots of pre-production games.
Last edited by RoleTroll; 20 May 2005 at 04:54 PM.
No gnus is good gnus.
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