Originally Posted by LADev
"The PS3 rendering architecture is designed to be used like this:
The PPE functions as a controller for the entire system.
The SPEs function as the heavy lifters for game logic, physics, and dynamic vertex work. They also are used for some pixel work.
(I've been saying the exact same thing folks)
The RSX functions as the main pixel painter, but it is also used for static geometry.
A PS3 engine will start off with the PPE spawning off tasks to the SPEs and acting as the central control point for the engine. Static geometry is put onto the RSX. PPEs start cranking through tasks in parallel, usually setup to double buffer the data they operate on. A SPE will have its code uploaded, then it starts a DMA fetch for its initial data into to one half its local memory, and then it starts ping ponging back and forth: work through one half the local memory while the second half is being DMAed in, then swap. Ideally you have it setup so that you are effectively hiding almost all of your data loading latencies with the double buffer setup and chaining SPEs together where you do animation, deformation, physics, transformation, lighting all going on in parallel.
The heavy vertex work being done, that data is then sent off to the RSX to be rasterized along with the resident static vertex data. So in effect the PS3's Cell RSX combo is one giant unified rendering system. Depending on the nature of your game, your division of labor between the RSX and Cell will be different. It is entirely possible to do all vertex work on Cell or none. And the same for pixel painting.
What the design of the PS3's rendering architecture brings to developers is the unification of your physics, collision, dynamics, and geometry. On systems like desktop pcs or the 360 you have a division between your geometric data and collision/physics data with each of them sitting in GPU and CPU space respectively. The latest Factor 5 interview talks in general about this design of the PS3 and the Lair engine.
The RSX does exactly what it was designed to do, have the pixel painting power to handle 1080p output. The extra vertex power is a nice addition. The RSX in isolation is not very interesting to talk about. Or is a comparison to standard desktop graphics cards or the Xenos."
The voice actors for Arthur Morgan and Charles Smith have vaguely confirmed a claim by Rob Wiethoff (voice of John Marston) that big news related to the Red Dead franchise will be coming "before Friday."
I hope it's a remake of the 1st game. But it's probably just the PS5 version of Red Dead Redemption 2
I hope a PS5 upgrade launches on the same day as announcement & it costs no more than $10. I already bought the Ultimate Edition once, they got good money from me.
I stopped playing completely 2 years ago until they did 60fps. I really didn't expect it would take this long & I didn't want to start completely over on PC.
My wish is that its optimized for current gen machines, with some sort of story expansion. Undead nightmare 2! My 2nd wish is that it just shadow drops on the day of the announcement!.
Phantom Squad is an intense 1-4 player tactical top-down shooter that blends fast-paced combat with strategic planning, drawing inspiration from games like Hotline Miami and Rainbow Six. Set to release in 2025 on Steam, players take on the role of disavowed operatives who must carefully plan their assault before breaching rooms.
The Outerhaven writes: While I hold Bethesda's The Evil Within series as some of the best Survival Horror games available, it's clear that Bethesda has no intention of revisiting the series. While Capcom is still working on its Resident Evil series, I look back at the now-dead survival horror series from Bethesda, wondering why the series was left wide open, and yet still not revisited.
An OK horror series left behind. It had some great ideas, but it never knew how to play to its strengths. Instead, it came out like just another RE4 clone.
I would love for a third entry to come out, but it needs to learn to lean in on the psychological aspect and move away from the generic "pew pew" ideology at the center of the gameplay loop. It doesn't need to abandon it; it just needs to put it into better context, is all.
Also, try a first-person perspective instead. Too many 3rd-person games with nothing to offer but an avatar taking precious screen space. At least make it an actual option and not that janky-ass mess the second game pretended to have.
RSX specs are in and Teamxbox and Ps3forums ( BIGGEST GAMING) rivals are at it again. Extreme fanboyism and facts.
here comes another flame war! :(
Your assumption is based on the idea that the PS3's graphics are better, and thus far, head to head titles prove otherwise.
Flame War waiting to happen..
This was posted by a developer, because of this i think is important that it was posted. But this is a good question though, if the xenos or however the hell you spell is so powerful, why does the ps3's gfx look better ?