Yesterday PS3Blog.net kicked off their Insomniac interview with Part I and some great questions about Resistance: Fall of Man. Today they continue those questions, plus they have some questions about the PS3 in general that you may find fascinating.
What an amazing interview. He informed us so much about the ps3 etc...something Phil would never say. Good stuff, he should speak more.
I think the entire interview, both part 1 and part 2 were great to hear. PS3blog.net had some good questions for Insomniac.
What you said about Phil, I wish more people over at Sony would actually talk about the technical side of things every now and then as opposed to just saying "oh, thats not really a problem"
i agree with both of you... this was a good interview and I wish that SOny would talk more about why they did what they did with the hardware. I found the RAM comment interesting. I always wondered why they did that. ANy other insights?
Yes i have another insight.
HS Army AI is done on one SPU and parses through the whole army with on board SPU RAM...it doesn't need the main ram at all. That's 2400 seperate AI for the army..all of which can attack you or be blown up.
Pretty amazing aye? Spu's often don't even need to touch main ram.
Agree with 3 of yours.
very interesting! its is clear that ps3 memory system will be better in the long run, and thats nice!
8. The PS3 has 256MB of fast video RAM and 256MB of normal RAM. But I’ve heard that all memory can be used either by the Cell or the GPU anyway. Is this split an issue? Does it hinder or help? Would a unified memory architecture have been better? Do you have any clarifying comments about that?
Al Hastings, Chief Technology Officer: In practice, the split memory architecture hasn’t caused us many problems. The GPU can access main RAM at high speed and with very few restrictions. And while there are some restrictions when you want the CPU or SPUs to access video RAM at high speed, so far they’ve been easy enough to work with.
For the PS3, I think the split memory architecture was the right way to go. It allows the Cell and the GPU to both do heavy work on their local buses without contending with each other. It should really pay dividends a few years down the road in the PS3’s lifecycle when everyone’s code has gotten more efficient and bus bandwidth emerges as a one of the most important resources.
finally got what i've been looking for...insomniac is really in the groove, can't wait for resistance 2
I agree Sony really needs to have more of this kind of information from developers on what the PS3 is like to work with and what its capable of. That said I am still sure you will have people who will deny and counter until till they are blue in the face. Ultimately it will be the games that will win over the hearts and minds not the details! :)
I never knew that info deepbrown, thats pretty neat, imagine the bigger games later down the lines, I mean games that havent even been named yet :)I cant wait.
ever noticed that insomniac games have huge weapons like resistance and ratchet and clank they're a little to big for me
Very technically in-depth, unlike the many other predictable interview pieces that are comprised of nothing more than shallow, canned responses and rehashed information.
The article makes me feel that much more warm and fuzzy about my PS3...as well as Insomniac.
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