Hello

Welcome, Guest. Please login or register.
Did you miss your activation email?

Author Topic: Ps3 = Madness  (Read 5082 times)

Offline BizioEE

  • Legendary Member
  • ******
  • Posts: 4530
  • Karma: +10/-0
Ps3 = Madness
« Reply #30 on: May 10, 2002, 01:31:58 PM »
Dr Yassam,I\'m astonished:D

and you?:)
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline seven
  • conceptics Elitist
  • Hero Member
  • *****
  • Posts: 1743
  • Karma: +10/-0
    • http://www.conceptics.ch
Ps3 = Madness
« Reply #31 on: May 10, 2002, 01:33:07 PM »
Quote
Originally posted by BizioEE


Why XBox cannot render more than 31.25 mpps?:)


Because Xbox only has a Fillrate of 1 GPixels per Second, not 4 GPixels as Microsoft quoted.

4 GPixels/s = 4\'000\'000\'000 Pixels/s
4\'000\'000\'000 / 32 pixel Polygons = 125 MPolygons/s.

but, Xbox only has a 1 GPixels/s fillrate, so:
1 GPixels/s = 1\'000\'000\'000 Pixel/s
1\'000\'000\'000 / 32 pixel Polygons = 31.25 MPolygons/s.

Xbox can do this though with 4 texture layers without a drop in polygons. So with 4 texture layers, Xbox still performs 31.25 MPolygons/s.

Offline Bossieman
  • Science nerd
  • Hero Member
  • *****
  • Posts: 1514
  • Karma: +10/-0
    • http://
Ps3 = Madness
« Reply #32 on: May 10, 2002, 01:49:42 PM »
When Sony says that PS3 will be 200 times more powerfull they mean it.
To think that computers never will get more than 200 times the power today just because a physical law says it cant be done is crayzy.
To get a CPU that is more than 200 times more powerful will require new technology (or multiple proccesors).
We already got optical and nano chips and we are looking at something that have been around for only about 50 years.

Offline Heretic
  • Hero Member
  • *****
  • Posts: 641
  • Karma: +10/-0
    • http://
Ps3 = Madness
« Reply #33 on: May 10, 2002, 02:27:17 PM »
200 times more powerful is in part a misnomer. More accurately it should read; 200 times more efficient at 3D/graphics rendering. And the statement specifically refers to CPU vs MPU, working outside of a law that applies to transistor size/numbers and cost that has been fairly accurate for the last thirty plus years, without predicting in any way how efficiently the transistors would be/could be used.

Really best to grasp a more complete picture before dismissing it simply as hype

Offline BizioEE

  • Legendary Member
  • ******
  • Posts: 4530
  • Karma: +10/-0
Ps3 = Madness
« Reply #34 on: May 11, 2002, 12:17:46 AM »
Quote
Originally posted by seven


Because Xbox only has a Fillrate of 1 GPixels per Second, not 4 GPixels as Microsoft quoted.

4 GPixels/s = 4\'000\'000\'000 Pixels/s
4\'000\'000\'000 / 32 pixel Polygons = 125 MPolygons/s.

but, Xbox only has a 1 GPixels/s fillrate, so:
1 GPixels/s = 1\'000\'000\'000 Pixel/s
1\'000\'000\'000 / 32 pixel Polygons = 31.25 MPolygons/s.

Xbox can do this though with 4 texture layers without a drop in polygons. So with 4 texture layers, Xbox still performs 31.25 MPolygons/s.


(by a guy,from another forum)
""
THAT\'S where that number came from? LOL. That\'s ridiculous.
As polygon counts go up, the average polygon size goes DOWN, (or depth complexity goes up, and most of it isn\'t rendered anyway)
If you kept the same depth complexity but doubled poly counts, the average poly would now be 16 pixels.
Now you\'d be pushing 62.5 million! It\'s MAGIC, LOL.

The only concrete poly spec I\'d throw out there for Xbox is 116.5 million unlit, shaded, dual-textured polys per second.""

I started a Thread on another forum and I\'ll show you how much crap seven\'s talking about...
« Last Edit: May 11, 2002, 04:38:35 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline Bobs_Hardware

  • The ULTIMATE Badass
  • Legendary Member
  • ******
  • Posts: 9363
  • Karma: +10/-0
Ps3 = Madness
« Reply #35 on: May 11, 2002, 06:21:40 AM »
last time you went to another forum to get help because you dont know enough about the PS2

but this time its about the XBox..

so its twice as funny  :D

Offline seven
  • conceptics Elitist
  • Hero Member
  • *****
  • Posts: 1743
  • Karma: +10/-0
    • http://www.conceptics.ch
Ps3 = Madness
« Reply #36 on: May 11, 2002, 06:39:53 AM »
Quote
""
THAT\'S where that number came from? LOL. That\'s ridiculous.
As polygon counts go up, the average polygon size goes DOWN, (or depth complexity goes up, and most of it isn\'t rendered anyway)
If you kept the same depth complexity but doubled poly counts, the average poly would now be 16 pixels.
Now you\'d be pushing 62.5 million! It\'s MAGIC, LOL.


That\'s how you calculate the triangle performance from the fillrate. And we are comparing PS2 to Xbox, so lets keep them both at 32 pixels shall we? ;)

Quote
The only concrete poly spec I\'d throw out there for Xbox is 116.5 million unlit, shaded, dual-textured polys per second.""


I\'d love to see how the NV2a performs that many polygons, especially considering that the fillrate maxes out at 1 GPixel/s. And with how many pixel per polygon is that? Certainly not 32 pixels. ;)

BTW: Does anyone have the "real" official specs of Xbox (from a reliable source)? All I find on the net are those laughable numbers of 600 MHz PIII and the 300 MHz X-GPU.. thanks
« Last Edit: May 11, 2002, 07:50:39 AM by seven »

Offline nonamer
  • Full Member
  • ***
  • Posts: 136
  • Karma: +10/-0
    • http://
Ps3 = Madness
« Reply #37 on: May 11, 2002, 11:36:12 AM »
What idiots we have here!(no offense) Don\'t you guys know that fillrate has nothing to do with polygon output?!
Here lies a super cool sig

Offline seven
  • conceptics Elitist
  • Hero Member
  • *****
  • Posts: 1743
  • Karma: +10/-0
    • http://www.conceptics.ch
Ps3 = Madness
« Reply #38 on: May 11, 2002, 01:37:36 PM »
Quote
Originally posted by nonamer
What idiots we have here!(no offense) Don\'t you guys know that fillrate has nothing to do with polygon output?!


nonamer, we are speaking of the rendering (aka "drawing")capabilities, and therefore, pixelfillrate plays a significant role. Please do some research, will you.

Rendering != Processing/Perspective calculation.

Offline PahnCrD
  • Sr. Member
  • ****
  • Posts: 286
  • Karma: +10/-0
    • http://
Ps3 = Madness
« Reply #39 on: May 11, 2002, 03:00:25 PM »
Quote
Originally posted by seven


I\'d love to see how the NV2a performs that many polygons, especially considering that the fillrate maxes out at 1 GPixel/s. And with how many pixel per polygon is that? Certainly not 32 pixels. ;)

BTW: Does anyone have the "real" official specs of Xbox (from a reliable source)? All I find on the net are those laughable numbers of 600 MHz PIII and the 300 MHz X-GPU.. thanks



I am also looking for extreme detailed specs and explanations of effects.

Offline nonamer
  • Full Member
  • ***
  • Posts: 136
  • Karma: +10/-0
    • http://
Ps3 = Madness
« Reply #40 on: May 11, 2002, 05:15:51 PM »
Quote
Originally posted by seven


nonamer, we are speaking of the rendering (aka "drawing")capabilities, and therefore, pixelfillrate plays a significant role. Please do some research, will you.

Rendering != Processing/Perspective calculation.


I don\'t know what you\'re talking about, but polygons are totally independent of fillrates! If you\'re talking about rendering polygons, you must know that they could be of virtually any size; anywhere from taking up the whole screen and then some to less than one! Even if you were to "fix" their sizes for some benchmarking reason that may be attempting, did you ever think of hidden polygons that are behind one another? I think you\'re the one who needs research.:p;)

EDIT: Almost forgot, "Rendering != Processing/Perspective calculation." :p
« Last Edit: May 11, 2002, 05:19:39 PM by nonamer »
Here lies a super cool sig

Offline Ginko
  • hello again
  • Legendary Member
  • ******
  • Posts: 3087
  • Karma: +10/-0
Ps3 = Madness
« Reply #41 on: May 11, 2002, 06:40:24 PM »
Hey guys, it all comes down to this...

Xbox>PS2

as far as graphics and capabilities go.

Really, what\'s there to argue??

Offline BizioEE

  • Legendary Member
  • ******
  • Posts: 4530
  • Karma: +10/-0
Ps3 = Madness
« Reply #42 on: May 12, 2002, 12:31:20 AM »
Quote
Originally posted by nonamer


I don\'t know what you\'re talking about, but polygons are totally independent of fillrates! If you\'re talking about rendering polygons, you must know that they could be of virtually any size; anywhere from taking up the whole screen and then some to less than one! Even if you were to "fix" their sizes for some benchmarking reason that may be attempting, did you ever think of hidden polygons that are behind one another? I think you\'re the one who needs research.:p

EDIT: Almost forgot, "Rendering != Processing/Perspective calculation." :p


I don\'t know too:) ...he has no clue what he\'s talking about...and now he proved he\'s not a software engineer!!

another skilled guy...

""First off, there is no coralation between the number of pixels, and number of polys that can be rendered.

Just because 4 Billion pixels per second runs with 125 million polys per second does NOT mean that 1 Billion pixels per second lowers the polygon output to 31.5 Million.


Polygons are easy to calculate, and have NOTHING to do with fill-rate.

Polygons = Clock speed divided by # of clock cycles required to complete a Transform.

ie. 250MHZ (Million clock cycles per second) Divided by 2 Clock Cycles per Transform = 125 Million polys per second.

That said, the TRUE MAXIMUM number of polys per second the Xbox can render is 116.5 Million. The 125 Million number was released before the clock speed of the GPU was lowered from 250MHZ to 233MHZ.

233MHZ Divided by 2 Clock Cycles per Transform = 116.5 Million polys per second.

It is TOTALLY INDEPENDENT of fill-rate.


Now, as for the fill-rate, the Xbox does 1 Billion pixels per second with NO FSAA, but with 4X FSAA turned on, each pixel is rendered 4 times, which is where the 4 Billion pixels per second number comes from.""

seven,you know nothing about XBox or...I\'m wrong?

Quote

Hey guys, it all comes down to this...

Xbox>PS2

as far as graphics and capabilities go.

Really, what\'s there to argue??


Nothing! XBox has easy 3 times the graphics capabilities of PS2!:)

Hey Bobs...I posted links and explained to him this kind of things a lot of times...but he does not believe...
...so...if you show that other 100 members think he\'s full of crap maybe it\'s more credible,right?:p

Quote
A poster on the Beyond3D console boards who has an Xbox dev kit and GC dev kit at his desk at work claimed that he has broken the 100 million poly per second barrier on actual Xbox hardware, and that it is easy.
Unlit polys aren\'t very pretty, though. Wait a minute... if you used lightmaps for the backgrounds, and light sources only for moving objects, you could get some pretty huge in-game poly counts.


I\'ll do a research about it ! (don\'t flame me!)
« Last Edit: May 12, 2002, 02:02:41 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline seven
  • conceptics Elitist
  • Hero Member
  • *****
  • Posts: 1743
  • Karma: +10/-0
    • http://www.conceptics.ch
Ps3 = Madness
« Reply #43 on: May 12, 2002, 02:24:08 AM »
Quote
I don\'t know what you\'re talking about, but polygons are totally independent of fillrates! If you\'re talking about rendering polygons, you must know that they could be of virtually any size; anywhere from taking up the whole screen and then some to less than one! Even if you were to "fix" their sizes for some benchmarking reason that may be attempting, did you ever think of hidden polygons that are behind one another? I think you\'re the one who needs research.


If you would have taken the time to look at what I wrote down, you would have seen that I took for 32 pixels for the size of one polygon. And we are comparing two systems, so in order to do that fairly, we have to compare them both using the same conditions. Now, I don\'t know what you know or where you do your research little guy, but speaking strictly of rendering polygons (you know the "drawing those polygons on screen") is dependend on fillrate.

Now, off course a game could be drawn with smaller polygons (i.e. less pixels), but don\'t forget we want to compare both systems under the same conditions right. Not much point in Microsoft saying that the NV2a can draw 116.5 MTris/sec of 8 pixel Polygons (compared to the 75 MTris/sec of 32 pixel polygohns that the GS can render) right? Other people have done the maths and quoted a performance of 125 (now 116.5) MTris/sec using 32 Pixel Triangles. That was asuming a drawing fillrate of 4 GPixels/sec.

Now, anyone want the truth of how big Xbox\'s real fillrate is? Certainly not 4 GPixel/sec.
Xbox has got 4 pixelpipelines and is clocked at 233 MHz. That means, the NV2a can perform 4 pixels per clock cycle, so in 1 second, its:

Fillrate = 4 * 233 MHz
Fillrate = 0.932 GPixels/sec

That number is the drawing fillrate of the system, thus how many pixels can be rendered per second. Want a link to back this up?

http://firingsquad.gamers.com/hardware/xboxtech/page4.asp

There! Confirmed source of Xbox having a fillrate of 0.932 GPixels/sec (or 932 MPixels/sec). Now, since this is a comparasment between the two (Xbox - PS2), we\'ll compare them both under the same conditions (using 32 Pixel polygons):

Triangles = 0.932 GPixels/sec / 32 Pixel Polygons
Triangles = 29.125 MTris/sec

PS2 has got 16 pixelpipelines and the GS is clocked at 150 MHz. So, 16 pixels done with each clock cycle. Fillrate = 16 * 150 MHz; Fillrate = 2.4 GPixels/sec

Triangles = 2.4 GPixels/sec / 32 Pixel Polygons
Triangles = 75 MTris/sec (the number Sony quoted)

Now this might seem that PS2 is much better at rendering polygons. While this is true to a certain extend, the above calculation shows one extreme witout any textures being rendered. While Xbox can do 2 texels (texel = textured pixel) per pass, it has a texelfillrate of 1.8 GTexels/sec.
The GS however needs 2 clock cycles to perform one texel, so the texelfillrate is 1.2 GTexels/sec. This basically means, that the Xbox can render up to 2 texture layers without a drop in polygons performance, while PS2\'s drops significantly. Using two texture layers, Xbox can do 29.125 MTris/sec (still using 32 Pixel polygons, same conditions) and PS2 drops down to 18 MTris/sec.

Quote
Now, as for the fill-rate, the Xbox does 1 Billion pixels per second with NO FSAA, but with 4X FSAA turned on, each pixel is rendered 4 times, which is where the 4 Billion pixels per second number comes from.""


Xbox still only has a drawing fillrate of 0.932 GPixels/sec.
Source: http://www.gdconf.com/archives/proceedings/2001/abrash.ppt


Quote
Nothing! XBox has easy 3 times the graphics capabilities of PS2!


A statement that only a fanboy would say. The above shows that PS2 has a edge from untextured polygons and with 1 texture layer. You\'d have to prove to me where Xbox is "easy" 3 times the graphics capabilities of PS2. That is simply laughable.

Quote
I\'ll do a research about it ! (don\'t flame me!)


Yep, using 8 pixel Polygons. It is possible, but for the comparasment above, we did use 32 pixel polygons to compare the 2 systems.

Quote
Really, what\'s there to argue??


I wasn\'t argueing - simply aswered Bizio\'s question above. You can\'t argue against facts.
« Last Edit: May 12, 2002, 02:29:25 AM by seven »

Offline ooseven
  • The TRUE Scot\'
  • Legendary Member
  • ******
  • Posts: 10105
  • Karma: +10/-0
    • http://
Ps3 = Madness
« Reply #44 on: May 12, 2002, 03:10:25 AM »
Quote
Originally posted by BizioEE


you have no idea what you\'re talking about...


i have absolutly no idea what ANY of you are talking about :shy: :surprised ;)
“If you’re talking about sheep or goats, there could be some issues,” [/color]

 

SMF spam blocked by CleanTalk