Otoribashi's comments

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Otoribashi

@simplytheebest: I wish I attended the ceremony.

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Otoribashi

@simplytheebest: If you mean 300 MB of ram that cannot be divided because a certain game wasn't optimized for that, then you're right. Also, what did the 360 win exactly ?

The 360 sold a lot better early on, but the PS3 caught on in the end according to their lifetime sales. That doesn't mean the 360 lost now, it is still a better console because of ease of development, better online experience, generally better multi-platform games performance... etc. But in the end, no one "won going away".

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Otoribashi

@simplytheebest:

I agree with you in that the 360 was arguably the better console last generation, and not just because of performance.

"The ps3 has only 256 MB of SYSTEM RAM AVAILABLE . PERIOD." I was only correcting his mistake when he said that the PS3 has only 256 total ram. Why are you mad ?

Regarding the ram, the PS3 has 256 main RAM and 256 Video ram. I can only tell you the truth, I can't force you to believe it:

About Tech:

http://playstation.about.com/od/ps3/a/PS3SpecsDetails_3.htm:

Memory:

  • 256MB XDR Main RAM @3.2GHz
  • 256MB GDDR3 VRAM @700MHz

Digital Trends:

http://www.digitaltrends.com/gaming/playstation-3-vs-playstation-4-in-depth-spec-comparison/

Memory:

256MB XDR Main RAM

256MB GDDR3 VRAM

Wikipedia:

https://en.wikipedia.org/wiki/PlayStation_3_technical_specifications

Central processing unit

Main article: Cell (microprocessor)PS3 CPU-"Cell Broadband Engine"

The PS3 uses the Cellmicroprocessor, which is made up of one 3.2 GHzPowerPC-based "Power Processing Element" (PPE) and six accessible Synergistic Processing Elements (SPEs). A seventh runs in a special mode and is dedicated to aspects of the OS and security, and an eighth is a spare to improve production yields. PlayStation 3's Cell CPU achieves a theoretical maximum of 230.4 GFLOPS in single precisionfloating point operations and up to +15 GFLOPS double precision using iterative refinement for the solution of linear equations.[1][2]The PS3 has 256 MB of RambusXDR DRAM, clocked at CPU die speed.[1]

Graphics processing unit

Main article: RSX 'Reality Synthesizer'PS3 GPU-RSX "Reality Synthesizer"

According to Nvidia, the RSX—the graphics processing unit (GPU)—is based on the NVIDIAG70 (previously known as NV47) architecture. The GPU is clocked at 500 MHz and makes use of 256 MB GDDR3RAM clocked at 650 MHz with an effective transmission rate of 1.3 GHz.[3]

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Otoribashi

@Spartan363: I simply commented to point out that the PS3 games do not use only 256 MB of ram, and that they can use up to 224 of the other chip totaling in 480 MB of ram, which you failed to mention when you said the PS3 only has 256 MB of ram. The Xbox's total amount of RAM is slightly misleading, as the system RAM and video RAM are shared. The PS3's XDR RAM is also far more fast and efficient than the Xbox's GDDR3 RAM, running at a speed of 3.2 GHz compared to 700 MHz.

I also pointed out the fact that the PS3 is difficult to produce games for, owing to it's questionable design architecture, so I don't need to research that.

Regarding the GPU, In terms of bandwidth, the PS3 slightly edges out the Xbox. However, the Xbox has the advantage of 10 MB of eDRAM. When relying on the eDRAM, system bandwidth jumps up to 256 GBps. The PS3 GPU shows higher general performance numbers, but the Xbox has better peak performance because of the eDRAM and the general versatility of this setup.

But The cell CPU in the PS3 helps take some of the load off the GPU by farming it out to the SPU’s. These SPU’s can then handle some of the load that the GPU cannot. Understanding how to maximize the Cell’s SPU is key to getting the best out of the console. Which goes back to the design of the PS3 being too complicated.

You were right about the GPU being inferior. But that can be offset with the cpu of the PS3. Which is why if developers take the time to optimize the game, it can run perfectly on the PS3.

"Bethesda games are developed with DirectX API first on the PC, then ported. the graphics API of the PS3 doesn't support certain features like programmable shaders for example and that made things more difficult for Bethesda to port things over that did require programmable shaders under DirectX."

Yep, they needed to optimize like the others, not simply port. But their games have never been optimized on PC anyway. The community on PC releases unofficial patches that fix and optimize the game way more than Bethesda ever did.

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Otoribashi

@Spartan363: There are many inaccuracies in your comment mate. First of all the PS3 has 256 MB GDDR 3 and 256 MB XDR for ram. The PS3 has 256 MB of dedicated video RAM in addition to being able to share up to an additional 224 MB from the system RAM. Granted it was way more complex, but in many games the performance of the PS3 was on par with the 360 if not slightly better in some aspects (with the 360 better in others). The GPUs of both systems are comparable. So, if the PS3 was such an inferior system GPU and OS wise, how come the performance of many games was almost exactly the same ?

Look at GTA 5, Final Fantasy 13, Burnout Paradise and many more. The 360 was the superior console last gen for many reasons. And it is one of the best consoles of all time. But it wasn't stronger than the PS3, it was easier to develop for due to better design.

Also, Bethesda's games, on all platforms, have always been full of bugs, performance issues, corrupt saves, crashes...etc. That is probably why they couldn't optimize their games for the PS3 while other developers could.

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Otoribashi

Lovely game. I got it on both the PS3 and the Vita.

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Otoribashi

@faizanhd No hate, just wondering what else he ruined. He only makes his own games, as in he made MGS great in the first place. As for Castle Vania, his studio supervised the making of that game. And the only thing it shares with the old CV games is the name. So him ruining games is weird statement I think.

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Otoribashi

Rico Rodriguez is as close as it gets to superman. You can attach the grappling hook to a gas cylinder if you insist on flying... that or a plane.

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Otoribashi

The walking animation is uptight, and this looks too much like uncharted which isn't a good thing(Uncharted is cool to look at and play but there isn't that much depth to it). I wish they made it a bit more unique and sophisticated.

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Otoribashi

Trine 2 had a very good score by Ari Pulkkinen, please add it to the list.

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