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#41 (permalink) |
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Human Metal
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Just wanted to say that this debate seriously has a lot of interesting information. I always found it hard to compare the processors of today's consoles with what we have in our PC's, but it really seems there's more to it than them being just general purpose CPUs being put in a closed-spec box.
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#42 (permalink) | |
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Registered User
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It's not like they are specifically weaker or stronger in general. but they are more like tools. The console cpus are tools for one area and the pc cpus are tools for another. The Console cpus are used for gaming, while our cpus aren't specifically made for gaming. On the other hand, we have gpus that a by far more powerful than anything in the consoles so the win edges out to us. |
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#43 (permalink) |
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The one and only
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So youre telling me, that if the staff had say, an extra year, to work solely on the pc version, it would come out with about the same fps as it does now? I Highly doubt that. Plenty of ports have been struck by early deadlines, take for example SW the force unleashed. That game runs horribly :P Edit: in addition, plenty of ports, that are done well, play MUCH better on the pc over their console counterparts. Mass effect, Last remnant, RE5, Red faction guerrilla. All of these games look and run better on the PC, so how can the console be "more powerful?"
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Last edited by makotech222; December 22nd, 2009 at 22:51.. |
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#44 (permalink) | |||||||||||||
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Jailbreaker
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And the SPEs themselves have limitations that prevent them from being called real cores. If you say "general purpose" computing does not have anything to do with gaming, I think you really really need to start taking game programming lessons. General purpose has a LOT to do with gaming. :/ Like seriously... it is a CPU. All CPUs are general purpose. Lest it's something else. There's no CPU that is "more suited" to being a gaming CPU by any long stretch. There are just fast and slow CPUs. VMX being more efficient than SSE doesn't mean these processors will get a magical boost from it if the developers do not make use of the extensions, and it's not going to boost performance by over 50% by any really really long stretch. The PPE isn't just mainly used to control the SPEs... It's the main processing core. Any input has to go through it before going to anywhere else. This is also the reason why developers keep complaining about how hard it is to work on the PS3. Technically, stuffs like Physics calculations or rendering shouldn't be too troublesome because the calculations can all be done on the SPEs and returned in no time, leaving the PPE to only fork out which correct calculations to make. But stuffs like AI are much more complex because they require a lot of branching and forking rather than just pure calculation prowess. And that's where the PPE falls short. It just can't keep up with that. Quote:
This is like saying PCSX2 takes a 100% performance hit for running on SSE2 and not SSSE3. ...it just doesn't work like that. Quote:
Just like being there: Papers from the Fall Processor Forum 2005: Application-customized CPU design IBM says there's only one VMX/FPU unit, even though it does have access to 128 registers that are compliant with VMX128. Weird, though. Wikipedia links to that page and they still say it's 2 FPUs per core... Someone needs to fix that.Edit: Oh... I see what happened. People look at the diagram and thought that there were two FPUs. There's only one for each core. It can work as either a VMX or FPU unit. Whichever way, it's still an FPU. Now that... ehh... means performance is again very dependent upon the FPU. Quote:
If VMX was so good, you'd have seen consoles outdo PCs in terms of physics ages ago. But they don't. It's simply because maximum theoretical performance is never reached. Especially in a multicore design. If it's like you said then a Core 2 Quad has to be twice as fast as a Core 2 Duo. Is it? Quote:
...I think we can reach an agreement there. Quote:
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If it's leaning towards computing a specific type of data then it's not a CPU, it's just a processor. Vector processing has very little to do with gaming except for physics calculations and maybe some multimedia processing. But AI and the rest of the other mumble jumbles (occlusion culling, for instance) still run on your raw, plain CPU. That's why developers keep complaining about the Cell BE.If it was truly as "powerful" as you are trying to make it out to be then nobody would complain about how hard it is to program for the Cell BE because then they don't even need to touch the SPEs for extra power. Or do you have an actual article or source that says that general purpose computing has absolutely nothing to do with gaming? Quote:
Out-of-order execution - Wikipedia, the free encyclopedia This would be costly if the frequency at which the processor is running is very low, but as the frequency gets higher, the latency can be neglected and the penalty is not as high. In-order processors also get a huge performance boost by increasing the frequency even if just by a little. To remedy the situation, a virtual hardware thread would work about the same as a substitute for out-of-order execution. If one thread is stalled because the operands or parameters of an instructions haven't arrived yet, the other thread will get executed. Quote:
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Last edited by runawayprisoner; December 23rd, 2009 at 01:13.. |
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#45 (permalink) |
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Registered User
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Interesting discussion ![]() Even though they are apples and oranges lol. A Cell is good at rendering, not specifically "gaming". LOL! Just for your information, consoles have been getting closer and closer to PC's.....a garden variety NES has more proprietary parts then your entry level 360.
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Don't argue with an idiot, because he will drag you to his own level and beat you with experience.
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#46 (permalink) | |||||||||||||||||||||||||||
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Registered User
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Like I said before, the Xenon is stronger than the ppe because of the vmx units. Since there are 3 of them and not just one, the Xenon can hold it's own. Quote:
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Vector processor - Wikipedia, the free encyclopedia A vector processor, or array processor, is a CPU design wherein the instruction set includes operations that can perform mathematical operations on multiple data elements simultaneously. Our cpus from Intel or AMD and the Xenon are on the otherhand Superscalar cpus. Superscalar - Wikipedia, the free encyclopedia Quote:
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The SPEs don't have VMX units. Hell they don't even need VMX units because they are already SIMD processors. Why would you add a SIMD processing unit to a SIMD processor? Quote:
Also, to use turn your argument right back at you. Look at the performance of PCSX2 when running on a processor with SSE2 vs a processor with just SSE. PCSX2 barely works without SSE2. Quote:
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The thing you said about theoretical performance is true. But look at that apple link I posted describing the vmx instructions. They were able to get 95.5% of the theoretical performance from VMX. Also, the raw theoretical performance of the Xenon is many times higher than the Core 2 Duo @ 2GHz, so even if the Core 2 Duo @ 2.0GHz(I'll just say e4400 from now on since it is clocked at 2.0GHz.) can get the full 100% of the theoretical performance out of it, and the 360 cpu xenon can only get 25%, the Xenon would still be many times better. As for why no console games have surpassed the pc in terms of physics. I don't know why. It could be because the cpus are already being used for 3D graphics in conjunction with the gpus, while 3d is mainly rendered on the gpu on our pcs. So the console cpus have to handle more. Or it could be that most developers are mainly using middleware like Havok, PhysX and Bullet on the consoles and not many are pushing the envolop like how Crytek did with Crysis. Who knows? Crysis however was shown on the consoles and the physics effects shown were very very good and all real time. And certain displays of physics looked even better than Crysis 1. Quote:
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Honestly I don't see why you even brought it up. The Dashboard is very light and has a very small impact of performance, especially compared to what Windows. Quote:
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I can say however that the main reason I'm see developers complaning about the Cell is because of how complex the design is and how hard it is to program for compared to the ps3. Quote:
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Actually I do have something about that. PS3 Hardware: Explained - *Revision 1* - PS3 Forums I also remember seeing some debug information about killzone 2 that developers had shown and it showed that ai did use a very small amount a cpu time, it also showed the specifics of how much percentage each aspect of what they were doing was using up of each part of the ps3 including the gpu, the ppe, the spes, the ram etc. I'm looking for it now I'll post it later. I'll admit, I did over exaggerate when I said, it has "nothing" to do with gaming. But the vast majority of what really takes up resources is 3D graphics. Quote:
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The G5s have the VMX extensions as well. Because of them, a Dual 2.5GHz G5 was about to equal a Core 2 Quad q6600 in multimedia. According to the link you posted a dual core g5 @ 2.5GHz equals a Core Duo(not even a core 2 duo but a regular core duo) @ 1.83GHz. That is way way bigger than a 100% performance boost. Looking at what intel says about a Core Duo @ 1.83GHz, the maximum theoretical performance is 5.49Gflops. Look here Processors - Intel® microprocessor export compliance metrics The maximum theoretical performance of the q6600 is 38.4Gflops. Remember I said theoretical performance. Hardware - SIMD Executive Summary 38.2Gflops for the g5 in a REAL benchmark. That isn't even theoretical performance. Don't put random limitations on vmx units. Depending on what you are doing the boost in performance can be either very very large or no boost at all. Quote:
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Last edited by bkwegoharder; December 23rd, 2009 at 08:12.. Reason: Automerged Doublepost |
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#48 (permalink) | ||||||||||||||||||||||||||
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Jailbreaker
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Physics calculations shouldn't take that many cycles, either, unless the CPU lacks a proper FPU. In that case, you can still simulate floating point calculations through integers... and that's what makes these things cycle intensive (since you have to convert integers back and forth). But if the developers choose to do inexact physics (hit tests, for instance), or math with very large integers (in this case, a conversion to floating point number will just be redundant), then the number of cycles the CPU has to go through is reduced significantly. This will also eliminate the need to use single-precision float because it'll just be a tiny bit more accurate. Quote:
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Also the same Wikipedia said earlier that the Xenon had 2 vector units per core. I would take Wikipedia with a 50/50 mindset and check its sources before I make statements. Even the main Cell BE article on Wikipedia does not mention the SPEs as being vector processors. Quote:
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Cell (microprocessor) - Wikipedia, the free encyclopedia And here's a quote, again, from Wikipedia: FLOPS - Wikipedia, the free encyclopedia Your fastest Core i7 can reach 70GFLOPS in double precision. It that regard, it's actually 3 times faster than Cell BE. The PPE in the Cell BE is rated for 6.4GFLOPS when it comes to double precision. So that's about 19.2GFLOPS with the Xenon. That is actually about as many GFLOPS as a 2.4GHz Core 2 Duo can dish out. Not mentioning a Core 2 Quad, of course. And not to mention the Core 2 Duo will smoke Xenon in general purpose tasks any day. Quote:
Please check your facts. Quote:
As for 3D graphics, it's only good if the CPU is what's rendering the scene. Unfortunately, the rendering is done on the GPU so the rest of the instruction extensions just seem really redundant. Quote:
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No the Wikipedia page is right. I misunderstood. There aren't 2 vmx units per core. I thought that there were though. The diagram clearly shows 2*128*128bit registers in the VRF(the register files) part of the VMX 128 unit. So basically 2 sets of 128 128bit registers. I assumed it meant VMX units. I assumed it meant 2 vmx units when wikipedia showed 2*128*128bit. My bad. My point still stands though. A Single vmx unit easily out performs the SSE units in a Core 2 duo @ 2.0GHz. The VMX unit is a combined SIMD(vector) and FPU unit. You can't just simplfy it to just an FPU. That would be like calling the Cell processor a general purpose processor. Quote:
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[QUOTE}As for why no console games have surpassed the pc in terms of physics. I don't know why. It could be because the cpus are already being used for 3D graphics in conjunction with the gpus, while 3d is mainly rendered on the gpu on our pcs. So the console cpus have to handle more. [/quote] Read above, please. Quote:
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That's point one. On PC, you can just throw everything onto the GPU and be done with it (what CryEngine 2 does). That's the mindset. Quote:
If not then Valve wouldn't complain and quit the PS3. Quote:
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It's still up to developers. In some cases, you just can't avoid heavy codes. Quote:
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- The CPUs are horrible at double-precision maths, which are most often used for physics simulations. They're not that horrible at single-precision, but theoretical performance =/= practical performance. - VMX instructions are cool and all, but if multicore support from developer sucks then performance also suffers. The past years have shown that for us. Even with graphics chips with thousands of shader processors, efficiency is not at 100%. If they were then HD4870 would smoke GTX 285 by miles. - 3D rendering is not done on the CPU... at least not on Xenon because the CPU is not fast enough for that. On the PS3, the SPEs only do the preparing work. The rendering still has to be done on the GPU. That's how it's done on PC, too, though. - A Core i7 will outperform Cell BE or Xenon at double-precision by many folds. That's because double-precision counts more than single-precision. - Just a fun note: Flash also runs horrible on the PS3 even though it's touted as this very fast CPU. Simply because all Flash maths involve double-precision. |
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#51 (permalink) | ||||||||||||||||||||||||||||||||||||
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Registered User
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Reviews & Previews | Gamekings - Elke dag nieuwe video's O this video is very long. It's a 40 minute behind the scenes of how Killzone 2 was developed. Here is some debug stats on how much of each part of the ps3 is being used. This was taken from the video. CPU TIME -------- Unknown .......... 1.24% SPU Sync ......... 0.06% AI Manager ....... 0.47% Game Logic ....... 9.52% Script ........... 0.80% Physics .......... 1.57% Representation ... 10.46% Draw ............. 20.18% HUD .............. 2.19% Sound ............ 0.65% Profile HUD ...... 25.17% GPU Sync ......... 37.99% ---------- Total Time ....... 36.85% SPU TIME ---------------------------- AI.Cover ................... ........ 0.00% AI.LineOfFire .............. ........ 0.00% Anim.EdgeAnim .............. 33 ..... 2.01% Anim.Skinning .............. 152 .... 30.68% Gfx.DecalUpdate ............ 9 ...... 0.78% Gfx.LightProbes ............ 396 .... 9.00% Gfx.PB.DeferredSchedule .... 1 ...... 0.60% Gfx.PB.Forward ............. 2 ...... 1.69% Gfx.PB.Geometry ............ 1 ...... 18.67% Gfx.PB.Lights .............. 1 ...... 0.66% Gfx.PB.ShadowMap ........... 1 ...... 4.20% Gfx.Particles.ManagerJob ... 1 ...... 3.14% Gfx.Particles.UpdateJob .... 130 .... 12.33% Gfx.Particles.VertexJob .... 70 ..... 20.64% Gfx.Post.BloomCapture ...... 12 ..... 2.80% Gfx.Post.BloomIntegrate .... 8 ...... 1.52% Gfx.Post.DepthOfField ...... 64 ..... 12.12% Gfx.Post.DepthToFuzzy ...... 8 ...... 0.67% Gfx.Post.Downsample ........ 29 ..... 0.61% Gfx.Post.GrainWeight ....... 1 ...... 0.51% Gfx.Post.HBlur ............. 45 ..... 3.02% Gfx.Post.ILR ............... 1 ...... 0.63% Gfx.Post.Modulate .......... 27 ..... 1.3?% Gfx.Post.MotionBlur ........ 46 ..... 11.31% Gfx.Post.Unlock? ........... 1 ...... 0.01% Gfx.Post.Upsample .......... 108 .... 9.47% Gfx.Post.VBlur ............. 46 ..... 3.73% Gfx.Post.Vg??lle ........... 1 ...... 1.18% Gfx.Post.Zero .............. 16 ..... 0.64% Gfx.Scene.Portals .......... 3 ...... 30.72% Mesh.Decompression ......... ........ 0.00% Physics.Collide ............ 4 ...... 2.48% Physics.Integrate .......... 4 ...... 2.11% Physics.KdTree ............. 8 ...... 20.50% Physics.Raycast ............ ........ 0.00% Snd.MP3.Stereo ............. 2 ...... 2.60% Snd.MP3.Surround ........... 2 ...... 7.51% Snd.?Synth ................. 35 ..... 3.23% Snd.Reverb ................. 14 ..... 4.02% ---------------------------- Total Time ................. 1232 ... 227.46% GRAPHICS -------- FPS ................. 30 GPU Stall by CPU .... 0.123 ?s CPU stall by GPU .... 12.231 ?s GPU TIME -------------------------- Unknown ....... 0.2?/ ... 3.43% Geometry ....... 1.8?/ ... 43.37% Lighting ....... 1.7?/ ... 14.??% Effects ........ 8.5?/ ... 8.4?% Post process ............. 18.31% -------------------------- Total Time ............... 81.??% GPU Stall ................ 0.??% PRIMS / TRI ----------- Totals ..... 1431/ ... 344,634 Prime? ..... 0/ ...... 0 Geometry ... 619/ .... 161,231 Shadow ..... 683/ .... 170,??? Effects .... 121/ .... 14,3?? MEMORY STATS ------------------------ Pushbuffer ???? ........ 0.15 MB Pushbuffer High ........ 0.15 MB VRAM Free .............. 23.43 MB Host Free .............. 80.?? MB Heap Free .............. 134.?? MB Render Mem ???? ........ 0 Render Mem Used ........ 12.00 MB Render Mem Watermark ... 12.00 MB MAIN RAM ....... 101.00 MB ---------------- Physics ........ 5.30 MB Collision ...... 3.72 MB Sound .......... 16.25 MB Mesh ........... 21.20 MB Graphics ....... 6.53 MB Animation ...... 34.45 MB Texture ........ 0.56 MB Shader ......... 1.46 MB AI Data ........ 2.75 MB Various ........ 3.32 MB Waste .......... 5.27 MB ---------------- Total .......... 97.17 MB Main RAM ??? ... 97 / 101 VIDEO RAM .. 190.04 MB ------------ Mesh ....... 15.99 MB Texture .... 156.87 MB Waste ...... 1.20 MB Total ...... 174.08 MB Okay to explain something with the spe percentage and the ppe percentage. The total ppe percentage is 200%. 100% for each hardware thread. For the spes it is 700%. 100% for each spu. So the spu saying 227% means that they are using a little more than 2 entire spes. Now Killzone 2 is a game known for it's complex AI. Look at how little cpu time AI takes up on the ps3. Also look at how the AI compares with the graphics and physics and animations. Quote:
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Okay. So they are not full fledged cpus but they are coprocessors. Happy now? This argument was all semantics anyway and it doesn't change my point. Quote:
Also, the article about the Cell broadband engine clearly says that the spes are SIMD units. Quote:
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General purpose performance doesn't matter. Double precision doesn't matter at this point in time. Quote:
http://loot-ninja.com/2009/06/09/val...mplicated-ps3/ The PC and the 360 are just more straightforward. We can focus on what we want to do, which is make game experiences, instead of sweating bullets over obscure architectural decisions they make with their platform. [...] I didn’t come into this business in the 90s because of some technical fetish. I came in because I wanted to give people experiences that made them have fun. They specifically say that the ps3 is harder to deal with. There are plenty of games on the ps3 that beat left 4 dead 2. Quote:
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I posted that and you didn't respond to it. You just reposted it without quotes. Quote:
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AnandTech Bench (beta): Intel Core i5 750 vs Intel Core 2 Quad Q9400 You can even look at some of the cpu benchmarks I posted before. Quote:
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And it is an absolute bold faced lie to say that the Core 2 quad is as complex as the Cell. The Core 2 quad features just 2 Core 2 Duos strapped together and it is just a supercalar processor. The Cell processor is a super scalar processor and a vector processor at the same time. That alone proves my point. Hell I'm shouldn't even explain this since Valve themselves said it was the reason they are not making games for the ps3 right now. Quote:
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AMD and Nvidia count their shaders differently/ If AMD counted their shader processors the same way Nvidia counts theirs then AMD would be saying that they have way way less shaders than what they say now. PLUS their cards use different architectures so the comparison is a bad one. The real world performance difference between an 800 shader core and a 400 shader core from AMD using the same architecture is nearly linear. Quote:
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#52 (permalink) |
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The one and only
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lol left 4 dead on the xbox360 is HORRIBLE. It runs at like 20 fps all the time. A world of difference from my PC which plays it easy at 120 fps, with better graphics, and # of zombies on screen.
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#53 (permalink) | ||||||||||||||||||||||||
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Jailbreaker
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SIMD is a technique... or more like instruction set or more like a design of the instruction set rather than a processor type. Urg... even Wikipedia said that. Quote:
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Please... study more programming before you make statements like this. I don't want to sound like an *** but really, if you say this to someone who really knows his stuffs, the lightest you'll get out of it is a laugh from the guy. I presented this data the same way to a certain developer and got laughed at... bad. Quote:
And there's hardly that many AI always visible on the screen. Try Left 4 Dead. That game has much more complex AI. And Valve pretty much chalked it off as impossible on the PS3. Quote:
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Does the i7 trash the Cell processor in games...? Uhh... actually, it does. You're basically saying that PC games are inferior to console games. Well... seriously, I'll just take for example... Street Fighter IV. Slap a GeForce 7600GT onto a Core i7 platform, and then run the same game. I'll bet anything that you'll get significantly better performance compared to the same game running on the PS3. Try the same thing for Far Cry 2, too if you have the chance. Quote:
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I can't find one... honestly. Not even Resistance or Killzone 2 have that kind of AI or that many enemies on the screen at once. You'd think Left 4 Dead AI is simple, but if you play the game on PC, you'll see. It's not just simply zombies charging at you. Quote:
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Oh my God...Double-precision means the data is 64-bit long. It doesn't mean it's only possible when the processor is 64-bit capable. Variables. Data Types. There's even a long double primitive type in C++ that's 128 bits long. That doesn't mean a 32-bit processor can't process it. Heck, sometimes the data type you want to process can be even longer. 256 bits or even 512 bits. A 32-bit processor will be able to calculate that just fine. Will a 64-bit processor be able to calculate 64-bit data types faster? Likely, but not always. Quote:
Some games on the PS3 also lack in visuals and resolutions. Typically down to shadows and such. Those things need to be calculated by the CPU, too. Quote:
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That's why double-precision exists... and even long double exists. They need things to be more accurate. Quote:
PhysX is indeed not in double-precision, though, and that's why it remains as something that only calculates particle effects or physics effects that don't actually require a lot of precision. And people keep wondering why they don't see buildings crumbling and destructible walls and the likes. It's just not precise enough for that task. And that's also why Little Big Planet on the PS3 doesn't have fluid clothes simulation like in the demo... and a few other things were also taken out. It would have glitched the game to death if they used single precision all the way. Granted... single-precision DOES work in some cases, but it'll cause glitches. Quote:
And I'm not sure if Atom is weaker than Xenon. It's weak, but not by many times. At most half that the performance of Xenon. Quote:
Well, I won't go quoting more from this point on. Please... again, try to learn programming. Or at least try to look more into programming. You're discussing something that involves programming without any concrete backup at all. |
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#54 (permalink) | ||||||||||||||||||||||||||||||
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Also, as a side note they were able to do things 20%-40% faster using instead of using the graphics card. An i7 will never be able to do graphics 20%-40% faster than a 7800GTX. Even a very weak gpu like the 8600GT will easily mop the floor with the i7 when it comes to 3D graphics simply because the i7 is not a processor made to do 3D graphics. The Cell processor wipes the floor with it easily, in 3D graphics and the other things I said. They simply don't compare and trying to argue otherwise is foolish. Likewise when it comes to general purpose computing and multitasking the i7 wins easily like I said before. Quote:
Sony's plans for PS2 and Dreamcast emulation on PS3 If you want to talk "gaming performance" then none of my above comparisons are relevant. When playing games natively (not emulated), 75-90% of the work is done by the Cell's 7 SPEs, depending on game. When emulating a PS2, those will be largely unutilized. The SPE design is a very good one for gamedev in general. It'll murder the i7+GX290 without breaking a sweat, as far as gaming is concerned, assuming the programmers have a strong grasp of parallel programming concepts (which Sony coders certainly do). There are some other "flatter" multimedia tasks where the GX290 can hold its own against the Cell, but gamedev usually benefits nicely from the fact that SPEs are complete co-processors, and not just souped-up pixel shaders. (which is why the future generations of GPUs will most likely start moving in that direction) This whole argument I could have just posted that, but I decided not to because I wanted to support my argument with my own words without copy & pasting what someone else said. But I guess this lays it all to rest. The Cell murders the i7 in gaming. Point blank period. End of discussion. EDIT: The PCSX2 is down right now so here is a cached snapshot from google of what I was talking about http://74.125.93.132/search?q=cache:...ient=firefox-a Quote:
Steal a bus, and park them in Time square across the intersections to cause a traffic jam. Take out your AK 47, and then start shooting at the sidewalk full of people, they will all start running away from you, all of the cars will start to go out of control scrambling to get away from the carnage while you are shooting the sidewalk full of pedestrians. One of the pedestrians you hit got hit in the arm. He starts holding his arm in pain. Then he looks at where you shot him, then he looks straight at you in utter fear with a terrified look on his face. Another guy gets hit from the bullets while he was running, he gets hit in the leg. He falls over and hits the ground realistically. then he struggles to get up and he starts limping away in fear. The police come and they all are trying their hardest to shoot you down to save the people who haven't been killed yet. All of this happening all at once. Lot's of people on screen, lots of things happening at once. And in general it is just a very very horrific and sad columbine style massacre. That is way more than Left 4 Dead is, it is more than it ever was and it is more than it probably ever will be. There is no excuse for why Left 4 Dead isn't on the ps3 other than Valve simply not knowing how to program correctly for the ps3 and them just not wanting to. There is nothing wrong with that though. If they can't do it then it is there perogative(I know I spelled that wrong). They said specifically that they wanted to simply make fun games without going through hoops of fire to do it, and that is all good. They specifically said that it was too complicated and that they didn't want to put in the effort. I don't think that they said that Left 4 dead can't be done on the ps3. Can you post a link to them saying that it can't be done? Even if they said that it can't be done, I don't think that they would be an authority on what the ps3 can and can't do since they actually never made a game for the ps3. The Orange Box on the ps3 was was made by a different company according to what they said. Quote:
By that logic GTA 4 is gpu limited because I run it at 2560 x 1600 and moving from a 9600GT to a GTX 280 greatly improves my performance. I was clearly talking about typical settings on a gaming pc today. Of course a game is going to be cpu limited when running a game at 800 x 600 at low settings. All games are. Quote:
Xbox 360 128 registers per hardware thread - Google Search I did it for you. You don't get just one website but many websites. Quote:
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Why don't you ask around on why AI does not take up many cpu cycles? I shouldn't have to type my text explaining all of this. Here is what another person invovled with the development says about the ai thing. Will GPU ever be more important than CPU? The detail the media doesn't talk about here is that tasks like the AI are just not so demanding as to need a whole cpu core Okay now this isn't as blatant as the first thing I posted from pcsx2.net. But it does support my argument. EDIT: PCSX2 is down so here is a cached google snapshot http://74.125.93.132/search?q=cache:...ient=firefox-a Now you have what I said about the whole AI issue. What the pcsx2 developer said about how it is not so demanding. You have that other link I posted that said PS3 hardware explained with the guy saying ai and general purpose computing in general doesn't have a big effect on performance. You have the debug stats from Killzone 2 that showed a very low amount of cpu time being taken up by AI. You have what Air from pcsx2 said about the Cell murdering the i7 in gaming(If that is so then obviously general purpose computing doesn't matter a lot in gaming since the Cell is very very weak in terms of general purpose computing and the i7 is very very very strong in that regard). And with all of that you still haven't shown one instance or game or an example of anyone saying that ai does matter a huge lot in gaming. Or of anyone saying that general purpose computing in gaming matters a lot. Instead of you constantly telling me to ask around and do research. Why don't you do some? Now I'm not trying to seem mean, but the things you say like "do your research" "Look this up" "ask around" etc. is getting on my nerve. You act as if I just pop up in this topic spouting a bunch of BS that I made up on the spot. Quote:
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And the 7800GTX still won't manage to do all of what the Crysis 2 is on the consoles. Quote:
Also, show me proof of games actually using double precision floating point numbers. Quote:
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Intel Atom - Wikipedia, the free encyclopedia Unless you are going to try and say that the Xenon is the same strength of a Pentium M now. Quote:
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You are simply deciding to stop here because you can't admit you are wrong at some things. Like saying the way games are rendered on the pc is done the same way as on the ps3. Gurellia Games used the CPU mainly to do everything our gpus would normally do, then they went to the gpu second. That is not how our PC games do things. I don't see any pc games doing anti aliasing with the cpu. Also, more on the double precision thing. I almost forgot, but double precision support is actually something speculated to be cut out of Fermi for the gaming pc markets and average consumers. Why? Because double precision is for the most part not needed and not used and it would up the cost and heat, etc. of Fermi and no one would benefit from it.It is good for higher end markets, but it isn't really needed in gaming. http://www.xbitlabs.com/news/video/d...ics_Cards.html Last edited by bkwegoharder; December 25th, 2009 at 21:05.. |
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#55 (permalink) |
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Registered User
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The Cell would indeed kill a core i7. Most games today off load all the work to the GPU. Your Cpu needs to only hold the environment together and A.I. the GPU does everything else. Do you actually think your Cpu can do Anti Ailising, run your OS, do water tessellation, monitor your firewall, and do explosions all at once? No your CPU would have a heart attack. High end graphics cards have GPU's that are more powerful than Cpu's.I t's just right now GPu's only do one thing and that's accelerate graphics. Killzone 2 and Uncharted 2 have so far used the Cell the most. Using the PPE and two or three SPE's. Look how great those games are. Wait until someone uses the PPE and four or five SPE's properly, the game would be awesome. But A high end PC will still mash a PS3 because the video card in the PS3 is weak compared to a high end PC. Last edited by Krayzie B.o.n.e; December 25th, 2009 at 06:43.. Reason: Automerged Doublepost |
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#56 (permalink) | ||||||||||||||||
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Z-order or occlusion culling is a sorting algorithm in most cases. You do the same thing with Excel cells here. All game tasks are general-purpose one way or another. But it's not apparent to your general users because they don't know what is going on underneath. Try programming a game, then try programming an application, and you'll see that there's not much difference between the two. If anything, you calculate more, and use the GPU more. But that's all. Quote:
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Cell BE does not have access to VRAM. The GPU, however, can access VRAM and System RAM but does not have enough shading power. Cell BE can be used as additional shading units but it does not have access to VRAM... In this situation, the only solution would be to copy the rendered frame from VRAM back to System RAM so the Cell BE can work on it, then the GPU has to copy the rendered frame again from System RAM back to VRAM. VRAM usage is doubled in this case and even a portion of System RAM is occupied. The PS3 only has 256MB of VRAM so this operation is extremely costly, not to mention latencies between memory accesses and CPU <-> GPU operation. I don't care what the Killzone 2 or any other PS3 developers have devised to work around this problem. Just ONE fact: the PS3 does not have enough RAM or memory controller access to allow the Cell BE to be a full-fledged 3D renderer. If anything, it can be used to transform vertices, sort z-order and alpha-test objects before sending final coordinates to the GPU to lighten a bit of the load. But again, that-is-not-3D-rendering. Even Killzone 2 developers did not admit outright they used the Cell BE for 3D rendering. They only said that they used it to offload work from the GPU. The GPU can be used for transforming vertices, sorting z-order, and doing alpha tests as well. Quote:
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But granted, again, I tried GTA IV again, and after the patch, it got better. But here's the thing: it still runs slower than it should. Quote:
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But only where streaming is not concerned. The game still streams an insane amount of data over using the CPU so even if it is indeed GPU-limited (well, it should be), the streaming should not be so bad. But it is... sadly. This game would have worked out very well if they would just optimize the streaming somewhat. About 50% of its slow-downs now are due to streaming... from what I can see after further testing. But that, again, means that it's unoptimized. GTA SA could be streamed so flawlessly. Quote:
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I played it... and I know how it is... Quote:
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Devil May Cry 4 Lost Planet No, seriously. Try. Those games run better than on a PS3 even when they are coupled with just a Core 2 Duo. Quote:
Granted, the GPU in the PS3 is tweaked and has a higher core clock even, but I bet you'll find to your dismay that the game actually runs faster on PC. Or actually, run GTA IV to test even. After the patch, the game got a a bit better, though it should still run faster than now... I think you can run it faster than on the PS3 or 360 at least. |
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#57 (permalink) |
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Registered User
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Location: USA
Posts: 233
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bkwegoharder just fails on what he is talking about since its more opinion based than actual data or understanding about how things are run, please use more rational facts rather than fanboy opinion.
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