Ok, by now everyone is aware of the "10 Reasons Sony Wins" article the Chief Creative Officer at Insomniac, Brian Hastings, wrote. Well this post ISN'T about his forecast for the future, half of his article is speculative and he isn't a fortune teller (I'll ask Cleo if I want to know the future).
What he is, however, is a Game developer with intimate knowledge of software and hardware. So the specific items he touched on regarding the technical attributes shall be considered true by me until another developer claims differently. I don't want to see any crappy posts in here from "anonymous devs". If they have something to say the should be willing to speak openly. I respect Brian for having the guts to put his professional opinion on the line. With that said, let's get busy and explore the technical issues he discussed.
1: Gears is the best looking game to date, including RFOM.[QUOTE="Brian Hastings"]Gears of War is a beautiful game and shows off the highest resolution textures of anything yet released, partly because of the Unreal Engine's ability to stream textures. This means that you can have much higher resolution textures than you could normally fit in your 512 MB of RAM.
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Sometimes people ask us, "If Resistance takes 14 gigabytes, why doesn't it look better than Gears?" Well, for one, Resistance didn't support texture streaming, so we had to make choices about where we spent our high-res textures.klactose
2: 50GB of data WILL make games better.
As games get bigger, more advanced and more complex, they necessarily take up more space. If developers were filling up DVDs last generation, there are clearly going to be some sacrifices made to fit current generation games in the same amount of space....
There's no question that you can always cut more levels, compress the audio more, compress the textures more, down-res the mpeg movies, and eventually get any game to fit on a DVD. But you paid for a high-def experience, right? You want the highest resolution, best audio, most cinematic experience a developer can offer, right? That's why Blu-Ray is important for games, and why it will become more important each year of this hardware cycle.Brian Hastings
3: The Hard Drive MATTERS.
The problem with including a hard drive in one version of the 360 and not in the other is that developers can't use it for the games. Or, at least, they can't use it for any required features. When you are guaranteed to have at least a 20 GB hard drive in the console, you can write your load caching routines around it, or use it for your application's storage needs. To a developer, an optional hard drive is roughly equivalent to no hard drive at all.Brian Hastings
4: 360's GPU has slight edge over PS3's.
The GPUs on the Xbox 360 and PS3 are roughly equivalent, with the Xbox 360 arguably having a slight edge.Brian Hastings
5: PS3 has major CPU advantage over 360.
The difference in CPU power, however, is far greater with the PS3 enjoying the advantage. The PS3's eight parallel CPUs (one primary "PPU" and seven Cell processors) give it potentially far more computing power than the three parallel CPUs in the Xbox 360. Just about any tech programmer will tell you that the PS3's CPUs are significantly more powerful.Brian Hastings
So there you have it. Anything that disputes these points that doesn't come from another developer will be ignored, or proclaimed as bunk. However if another dev disputes this then we will finally have a real discussion in the gaming world about the real limitations of both of these consoles.
EDIT:
People PLEASE READ the post BEFORE you respond. Alot of you are making yourselves look silly.:shock: This post is NOT saying that Insomniac's word is law concerning PS3 winning the console war. This post IS saying that the TECHNICAL issues that Mr. Hastings has broached will be considered TRUTH up until the time that another developer counters them. If you do not understand this, please take a reading comprehension course. Thank you.
1) So, the best looking game so far is on the 360, that's nice to know.
2) "Some sacrifices", like procedural generation instead of pre-built textures. Oh darn. If Sony would get off their posteriors and build their tools for it, like Microsoft has, their abysmal load times wouldn't be so bad. But c'est la vie. There are plenty of places you can 'cut the fat', so to speak, but devs don't like it because the tools are less mature right now. Of course, on the 360, it's gaining plenty of traction, but that's because they're not the ones trying to fill up 25GB worth of space to convince people Blurry (I'm sorry, Blu-Ray) is necessary.
3) This is the straight, god's honest truth. Writing for the 360 means assuming there is no hard drive. The manditory hard drive was one of the things which made the XBox more powerful than the PS2 (Aside from the less-powerful-but-easier-to-program-for-processor, more RAM, and more powerful graphics chip... hrm, this all sounds familiar...), and the lack of a manditory hard drive is one of the most disappointing decisions they made with the 360, in my mind.
4) This is total, utter bunk. The Xenos outperforms RSX in every category other than filtered texture fetch. The only way that the PS3 will get graphics comparable to the 360 is to use at least three of the 6 available SPUs (remember, of the 8 SPUs, one is disabled, one reserved... and on top of that, one can be taken by the OS at any given time) as geometry shaders (thus taking up a good chunk of the processor), to use some of the system RAM as VRAM to increase the bandwidth (thus taking up a good chunk of the processor's memory bandwidth), and be very, VERY careful with the graphics subsystem to make sure it constantly uses the shaders in a very fixed ratio (3:1 Pixel to Vertex shader ops). Why? Two reasons: One, the unified pipeline shaders of the Xenos means that it runs more efficiently, since you can't really ensure a fixed pipeline ratio, you can only try to keep it close. So instead of some pipelines being starved, every pipeline will be working, as long as there is work to be done. Two, and this is the biggie: Anti-aliasing, z-buffering, and alpha-blending are all done in the eDRAM, meaning there's no performance penalty at all... All those nice feature which make the RSX start chugging hard are done free, meaning the processor isn't forced to compensate, and the eDRAM logic/buffer bandwidth is vastly, VASTLY superior to the memory bandwidth of the PS3 (And main memory bandwidth of the 360, by extention, since the main memory bandwidth is only slightly faster than the 256 MiB of GDDR3, and somewhat slower (but lower latency) than the XDR), meaning the processor doesn't have to fight with the GPU as much over the RAM bandwidth, either.
Long story short: The PS3 has some clever tricks which can bring the GPUs almost into parity, but they involve nullifying, and then some, the advantages which it has over the 360. Further more, the tricks only bring the PS3 into parity with the 360 without trying similar tricks, E.G. If the 360 wanted to cannibalize the processor (Say, because a game's AI and physics were rather simplific), it could also get away with using a core and its VMX unit as a geometry shader...
5) Yes, the Cell is significantly more powerful than the Xenon (The 360's processor) in terms of FLOPs. So was the Emotion Engine compared with the 733 MHz Coppermine PIII in the Xbox. The difference? The Xbox was far easier to program for, and was designed around running real code, instead of being designed in a theoretically fast way which forces the code to fit it, rather than the other way around. The problem? It's easy, but expensive, to make a processor run arbitrary code fast. Sony keeps going the cheap PR route: design a processor around one ****of problems (Single precision floating point operations) which is a minor subset of the requirements of real code, ignoring others entirely, and forcing all the hard work on the programmers, who may or may not be able to solve a given problem to the degree they'd like. (Try and run branch-heavy code on the SPU, watch it peform like a dog). Is the Cell more powerful? In some ways, yes. If you can fit all your code into the subset of things it does well, you're going to love it. Unfortunately, many of the things which we love to rave about (Collision detection, AI, pathfinding) are very, very branch heavy, which is something the Cell does abysmally. If you have more than one, maybe two things which is branch heavy (And, again, many common tasks in video games are branch heavy), odds are that the 360 will do better. If you have a video game which is entirely single-threaded, in that case both will be about equal. If you can only parallellize a little bit, odds are the 360 will be superior. If you can parallellize a lot, the PS3 will be better, assuming you don't try and run branch-heavy code on the SPUs.
Summary: Is the Cell more powerful: In theory. In practice, I have a feeling most games will run better with the 360, processor wize. And as a result, most games on the PS3 will cannibalize the SPUs for the GPU which needs the boost, and dumb down the CPU intensive parts. Ports will look similar on both, with a slight advantage to the 360 thanks to the free 4xAA. PS3-exclusive games with simple physics and logic will look amazing, "proving" to Sony fanboys that it's more powerful than aNYTHANG EVAR, while the ports will all look slightly beter on the 360, "proving" to Anti-Sony people that the PS3 is an overpriced paperweight.
They're different. Not the same. Incomparable. One is not 'better' than the other, but I believe that in most cases for their intended purpose (video games) the 360 is a better architecture. There are some video games where the Cell will be phenominal, but most of the uses for the Cell are DSP related fields (of which, Video games are not one).
Disclaimer: I am "a developer", but not the type you're probably wanting. I do, however, talk to the type you want rather frequently. Most of my experience in this field is as a video technician (IE: I know the ins and outs of NTSC, PAL, ATSC, SECAM, VGA, DVI, HDMI, Composite, SVideo, Component, SCART, 14-pin, XLR, et cetera), but I also do software development for the PC. I've watched and studied both architectures out of intellectual curiosity. I am not advocating one system over the other: Both are equally worthless without software. Follow the games you want. If all you want are cross-platform, pick your poison, both have advantages and disadvantages. I have a preference, but that's subjective. All rights reserved. Why are you still reading?
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