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Author Topic: Ps3 = Madness  (Read 5088 times)

Offline BizioEE

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Ps3 = Madness
« Reply #90 on: May 13, 2002, 01:11:05 PM »
Quote
Not much.. I spent 5 mins looking for the post  
I already knew BizioEE\'s username..

Yes.. Today I had. Im was free from school.


only today? :laughing: ...you waste 100% of your life here and on Team because you\'re a loser!:)
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 QuDDus
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Ps3 = Madness
« Reply #91 on: May 13, 2002, 01:14:36 PM »
Quote
Originally posted by BizioEE


only today? :laughing: ...you waste 100% of your life here and on Team because you\'re a loser!:)


You got busted dude deal with it. It\'s not like your mom walk in on you coming out of the shower:D
\"confucious say - he who sleeps with itchy ass wakes up with smelly fingers\".
\"dont trust anything that bleeds for a week and dont die\" - A pimp
\"FF7 was the greatest game ever made!!!\" -MM

Offline BizioEE

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Ps3 = Madness
« Reply #92 on: May 13, 2002, 01:17:26 PM »
Quote
Originally posted by QuDDus


You got busted dude deal with it. It\'s not like your mom walk in on you coming out of the shower:D


why?

look at this...

Quote
(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...


I said that at the beginning of the post--->the first added...and I said that:)

and at the end I said the rest...
« Last Edit: May 13, 2002, 01:38:28 PM 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 fastson
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Ps3 = Madness
« Reply #93 on: May 13, 2002, 01:18:15 PM »
Quote
Originally posted by BizioEE


only today? :laughing: ...you waste 100% of your life here and on Team because you\'re a loser!:)


Yes.. Your lame attempts of trying to insult me is really getting to me.. :rolleyes:

I hope the people in here can see the real BizioEE now.. The true sad man.. So sad, so sad.. *sniff*
\"Behold, my son, with how little wisdom the world is governed\"
-Axel Oxenstierna 1648

Offline BizioEE

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Ps3 = Madness
« Reply #94 on: May 13, 2002, 01:21:29 PM »
Quote
Sure? BizioEE is not the only one who thinks seven is full of BS CRAP...

>>>>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. <<<<<

A 1.94 million poly scene and a 1.1 million poly scene are hardly the same conditions, now are they?

>>>>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? <<<<<

WRONG.
Just what part of more polys = smaller polys don\'t you understand?
I\'ve changed my avatar to an illustration of the phenomena to make it simpler for you...
<-----------------------------

116.5 million polys per second WOULD likely mean that each poly would only be approximately a fourth the size of the polys of a 31 million poly per second game. (an average of 8.5 pixels in size vs. 32 pixels, so it\'s a perfectly fair comparison.

>>>>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. <<<<

The 125 million and 116.5 million triangle figures for Xbox were NOT derived from fillrate specs.
They are transform rate specs, like the 66 million poly figure for PS2.
The specs also claim that Xbox can draw those 116.5 million polys to screen with two textures per poly, and real-world benchmarks bear out this claim.
---------------------------------------------------------------------------


seven reasoning is based on flawed logic=seven is wrong!
XBox can really process more than 50-60 mpps in game while PS2 can not even dream that=XBox>PS2 in real world number(technically)
Why XBox can do it technically? in a few words,because it has enough memory bandwidth,enough fill rate to draw whatever it wants at least at 640X480! yes sir...58-59 Gouraud-shaded, two-texture triangles per second,with one infinite hardware light added! PS2 can not even dream to do this "in game" !


and...
Quote
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.""




again...I said at the beginning that this post is not mine...to show etc etc...

all the other posts are mine !

anything else?:yawn:
« Last Edit: May 13, 2002, 01:26:58 PM 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 BizioEE

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Ps3 = Madness
« Reply #95 on: May 13, 2002, 01:22:36 PM »
QuDDus...what did you mean?
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 QuDDus
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Ps3 = Madness
« Reply #96 on: May 13, 2002, 01:25:11 PM »
Quote
Originally posted by BizioEE
QuDDus...what did you mean?


Nonthing just forget I even posted in this thread.
\"confucious say - he who sleeps with itchy ass wakes up with smelly fingers\".
\"dont trust anything that bleeds for a week and dont die\" - A pimp
\"FF7 was the greatest game ever made!!!\" -MM

Offline nonamer
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Ps3 = Madness
« Reply #97 on: May 14, 2002, 12:36:10 PM »
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Originally posted by seven
My very last contribution to this thread (in a reply to nonamer):


NOOOO!!!!!!!;)

Quote
Calculation perspective transformation and actually rendering the polygons on screen are two different things. I never said that Xbox couldn\'t perform the calculations on 125 MTris/sec (or 116.5) necessary for perspective transformation
 - I was simply argueing the fact that Xbox can not render more polygons under the same conditions as PS2 which was proven above (given that the fillrate is important when it comes to drawing those "triangles" on screen). You guys should really read my replies more careful before jumping to conclusions. ;)


Let\'s make this one thing clear: You will never see a game with anywhere near 100 MTris/sec, and I would seriously doubt 30M too, especially if each polygon averages 32 pixels. The scenarios you\'ve given are unrealistic. Why? The highest resolution HDTV I know of is 1920 x 1080 interlaced. That\'s 1920 X 1080 / 2 (due to being interlaced) * 60 (Refresh rate of TV) = 62,208,000 pixels. Or in other words, the fillrate of the Xbox and PS2 are far larger than necessary to fill the screen. This is because much of the fillrate will be eaten up by overdraw or dedicated to textures. In more real world cases, Xbox has the advantage with textures and its early Z detection will reduce overdraw. The simply, unrealistic situations you\'ve given are just that, unrealistic.

Quote
As I said before this debate started rolling: polygons aren\'t everything. I also appologise for taking this off topic, eventhough it wasn\'t my intention to do so.

As for Bizio, well, don\'t have much to say about that, as it really speaks for its self.


I couldn\'t agree more.;)
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Offline fastson
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« Reply #98 on: May 14, 2002, 01:23:37 PM »
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Let\'s make this one thing clear: You will never see a game with anywhere near 100 MTris/sec, and I would seriously doubt 30M too, especially if each polygon averages 32 pixels. The scenarios you\'ve given are unrealistic. Why? The highest resolution HDTV I know of is 1920 x 1080 interlaced. That\'s 1920 X 1080 / 2 (due to being interlaced) * 60 (Refresh rate of TV) = 62,208,000 pixels. Or in other words, the fillrate of the Xbox and PS2 are far larger than necessary to fill the screen. This is because much of the fillrate will be eaten up by overdraw or dedicated to textures. In more real world cases, Xbox has the advantage with textures and its early Z detection will reduce overdraw. The simply, unrealistic situations you\'ve given are just that, unrealistic.


Your talking about a 2D image.. flat..
Games are 3D.. they have depth.. The depth will be constructed by polygons.. A big world will take alot of polygons, alot more than the pixels available on the screen. (they will be hidden, like you\'re standing on a hill.. you can see into the distance but you cant see what’s hidden behind some hills.. Or your looking at a character from the left.. you cant see the other side of his head but its still being drawn)
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Offline BizioEE

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Ps3 = Madness
« Reply #99 on: May 14, 2002, 01:56:55 PM »
Quote
Originally posted by fastson


Your talking about a 2D image.. flat..
Games are 3D.. they have depth.. The depth will be constructed by polygons.. A big world will take alot of polygons, alot more than the pixels available on the screen. (they will be hidden, like you\'re standing on a hill.. you can see into the distance but you cant see what’s hidden behind some hills.. Or your looking at a character from the left.. you cant see the other side of his head but its still being drawn)


What has that got to do with nonamer\'s post ?
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 Toxical
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Ps3 = Madness
« Reply #100 on: May 15, 2002, 06:17:02 AM »
WTF are you people all b!tching about? We all know that the only true super Uber console is the original Atari :eek:

Offline seven
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Ps3 = Madness
« Reply #101 on: May 15, 2002, 07:57:59 AM »
Oh well, I was bored and this is after all a good reply on your side, so I might aswell reply:

Quote
Let\'s make this one thing clear: You will never see a game with anywhere near 100 MTris/sec, and I would seriously doubt 30M too, especially if each polygon averages 32 pixels. The scenarios you\'ve given are unrealistic. Why? The highest resolution HDTV I know of is 1920 x 1080 interlaced. That\'s 1920 X 1080 / 2 (due to being interlaced) * 60 (Refresh rate of TV) = 62,208,000 pixels. Or in other words, the fillrate of the Xbox and PS2 are far larger than necessary to fill the screen. This is because much of the fillrate will be eaten up by overdraw or dedicated to textures. In more real world cases, Xbox has the advantage with textures and its early Z detection will reduce overdraw. The simply, unrealistic situations you\'ve given are just that, unrealistic.


As Fast pointed out, those 62\'208\'000 pixels is a flat image. Triangles are there though to give it depth, thus making a 3d image (hence the name 3d games). And my calculations above are correct and even if 32 pixels triangles might be unrealistic for in-game situations, it\'s there to make a comparasment where both systems are compared equally. You can\'t argue which system is better by comparing both using different values. If the game will use an average of 32 pixel triangles or more - who cares? The math is still the same and the result proportional. That means that no matter what polygons you use, the larger draw fillrate on the PS2\'s hardware will allow for more polygons using 0 and 1 texture layers. How many they\'ll use is entirely up to the developer and in real in-game situations, I believe it will be a mix between 1 texture layer and up to many more. As said in a reply further up, objects futher away don\'t need more than 1 texture layer because you won\'t see them as good anyway. Objects up close however will benefit from more texture layers, so on average PS2 might have a slight edge (example: Jak and Daxter, more polygons, but worse textures up close than Xbox games). And I also believe that the developer will have to program their engine to exclude overdraw situations.
« Last Edit: May 15, 2002, 08:35:58 AM by seven »

Offline nonamer
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« Reply #102 on: May 15, 2002, 01:09:47 PM »
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Originally posted by seven
Oh well, I was bored and this is after all a good reply on your side, so I might aswell reply:

As Fast pointed out, those 62\'208\'000 pixels is a flat image. Triangles are there though to give it depth, thus making a 3d image (hence the name 3d games).


*Suddenly, the images from my monitor pops out of the screen and starts dancing*:rolleyes:

Fastson is wrong on this point. It may be 3d gaming, but TV screens are flat. They only look 3d because 3d games use polygons to give a 3d perspective. What he is right about is that polygons do get hidden. This is called overdraw, something that is best avoided and games are usually designed to have as little of it as possible. With Xbox\'s early Z detection, overdraw can be greatly reduced, more so than PS2, so Xbox isn\'t at any big disadvantage. Judging from how the Xbox seems to be designed, I\'d say that the extra polygons that the PS2 can draw simply don\'t matter. Xbox is more of a balance between textures and and polygons, where PS2 is almost pure polygons.

Quote
And my calculations above are correct and even if 32 pixels triangles might be unrealistic for in-game situations, it\'s there to make a comparasment where both systems are compared equally. You can\'t argue which system is better by comparing both using different values. If the game will use an average of 32 pixel triangles or more - who cares? The math is still the same and the result proportional.[/b]


Read above.

Quote
That means that no matter what polygons you use, the larger draw fillrate on the PS2\'s hardware will allow for more polygons using 0 and 1 texture layers. How many they\'ll use is entirely up to the developer and in real in-game situations, I believe it will be a mix between 1 texture layer and up to many more. As said in a reply further up, objects futher away don\'t need more than 1 texture layer because you won\'t see them as good anyway. Objects up close however will benefit from more texture layers, so on average PS2 might have a slight edge (example: Jak and Daxter, more polygons, but worse textures up close than Xbox games). And I also believe that the developer will have to program their engine to exclude overdraw situations.


This may get a bit confusing, but here goes: Any decent game programmer will put LOD (Level of Detail) methods on their games, so as objects get farther away, the # of polygons and possibly the # of texture will decrease. I don\'t think objects in the distance will mean more at all to either PS2 or Xbox, since they should have very low amounts of detail. Close up however, the most important thing is probably textures. For PS2 I\'m afraid, textures are a crash and burn matter. I\'m not that clear on the details, but AFAIK, for every texture layer you add, fillrate halves. From a start of 1.2 Gtexels/sec with 1, 0.6 with 2, and so on. Xbox on the other hand, has two TMUs per pipeline, so in fact, it has 2 Gtexels/sec effectively. Plus, it can do it twice in a pass, or produce 4 texels w/o redoing geometry (I\'m guess a bit here I\'m afraid). So basically, with 4 texture layers, texel fillrate is 1.33 Gt/s, which the PS2\'s drops to 0.15:eek:. I believe there was another problem with how the Graphics synthizer(sp?) is connected. I\'ll look into that later.
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Offline nonamer
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Ps3 = Madness
« Reply #103 on: May 19, 2002, 10:58:54 AM »
What? No reply to my awesome:D post? Damn, it took me a half an hour to write that.
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Offline clowd
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Ps3 = Madness
« Reply #104 on: May 19, 2002, 02:38:46 PM »
If my IQ was over 200 I would read it.

 

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