At Sony's Gamer's Day event today, GamePro editor Vicious Sid had the chance to grab a few minutes with Sony's PS3 frontman, Phil Harrison. We touched on several topics: Blu-ray disc speeds, internal power supplies, and that nagging question -- is the PS3 graphically inferior to the Xbox 360?
Salman from Tech4Gamers writes "Mortal Kombat 9 revived the series from a low point after bringing it back to 2D combat. It marked a new high-point for the franchise due to its incredible roster, exciting cinematic story mode, and high-octane combat."
That game was actually goated. It was the first time ever that I actually tried to get good at a fighting game. Unfortunately the online connection was so dogshit it made it hard to enjoy and eventually I gave up. Haven't really played much fighting games since.
Taking a trip back to Housemarque's forgotten platformer.
The Simpsons: Hit and Run, The Legend of Dragoon, and Chrono Trigger would benefit substantially from a modern remake.
The Xenosaga trilogy, the Wild Arms games, Xenogears, Parasite Eve, Dino Crisis, Suikoden. The Warriors game I know nothing about but it looks interesting. Anybody can do a list of games they want to see get modernized I would lose my shit if Namco brought the Xenosaga trilogy to modern consoles.
Not shabby but nothing really was said. Other than that they "needed" to put the power supply in the hardware cuz the cell needed it...
Except the fact Harrison still abuses the word "functionality" to death!!! ><!!!
I'll read it I need a good laugh
Said some nice stuff .... and some not so great stuff ... but .... don't agree with his take on the 360 and 1080p comment.
The ED-Ram chip connected to the Xenos GPU can handle 720p as long as you don't do anti-aliasing. Once anti-aliasing is thrown in the mix the frame has to be chopped up because 10MB simply isn't big enough when you're doing 2x and 4x Multi-sample anti-aliasing.
You can do anti-aliased 720p and 1080p on the 360, except that it eats into system bandwidth since the frames have to chopped up, worked on in ED-Ram one at a time, and repasted together back in System Ram. It's crude, but it works. Some devs are working their heads around this problem, while others are completely ignoring the ED-Ram. The chip has extremely high internal bandwidth, but it's connection speed to the GPU isn't anywhere near as fast.
The problem isn't the connection speed though, it's the fact that the GPU has to deal with things that the ED-Ram was designed to alleviate. It takes a 2 tiles to do anti-aliased 720p and 4 tiles to do 1080p. If they had given the ED-Ram 30Mb of storage it'd have a serious advantage over the PS3 in terms of frame buffering. But since the chip isn't big enough, 360 devs have to do a bunch of processes that eat into system bandwidth and memory.
Not impossible; just complicated and computationally expensive. If you're wondering why the PS3 has the framebuffer advantage, it's because the RSX chip has 22GB/s of bandwidth to a dedicated memory pool while Xenos has to share its 22GB/s connection to unified ram with the CPU and I/O devices (in addition to transfering and pasting together framebuffer tiles 60~120 times a second).
Hopefully Sony's decision to split up the memory pools AND put dedicated bandwidth between the Cell and RSX is a bit more clear. The ED-Ram does alleviate a few things for the 360, but also creates a few drawbacks. =/