Playstation 3: A Console Review

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Anarchemitis

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MrBrightside919 said:
Here is where the PS3 starts to faulter a bit. The Playstation 3 launched with a horrible line up of games with only one of them, Resistance, being any good. Genji: Days of the Blade, Untold Legends and Gundam were some of the worst games to be released in 2006. With the exception of Resistance: Fall of Man, no launch title really took advantage of the PS3's power. Gundam looked like a PS2 game and played like a PSOne game. Genji was slow, clunky and bugged up the ass. Untold Legends should have just been kept untold. Not only was the launch lineup lackluster, but Sony has also been losing many of it's exclusives to multiplatform like Tekken, Final Fantasy and Grand Theft Auto.
My cousin has told me that yes the Playstation 3 is the most powerful console ever devised by man, but chances are slim as of yet that games will ever utilize it's power because it's significantly harder to write a game engine for 8 simultaneous processors than the stuff the Wii or the Xbox have. Harder to the point that game companies come to the choice of "Better Graphics and Game feedback than the world has ever known before and ever will" or "Save 2 million dollars and not hire 30 professional code specialists". Thusfar they have always chosen the latter.
 

GloatingSwine

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Anarchemitis said:
My cousin has told me that yes the Playstation 3 is the most powerful console ever devised by man, but chances are slim as of yet that games will ever utilize it's power because it's significantly harder to write a game engine for 8 simultaneous processors than the stuff the Wii or the Xbox have. Harder to the point that game companies come to the choice of "Better Graphics and Game feedback than the world has ever known before and ever will" or "Save 2 million dollars and not hire 30 professional code specialists". Thusfar they have always chosen the latter.
Playstation 3 games are not using "8 simultaneous processors". Cell architecture is based on one multipurpose processing core and a number of more specialised SPE cores. The SPEs process small instructions very quickly, then pass the result to the next SPE in the chain to have the next instruction performed on it, so a single thread is split over mulitple SPEs executing it's steps in sequence, rather than being entirely performed by a single core. That makes data flow optimisation very important to the Cell processor, because each SPE is specialised to do a particular calculation at a particular time, so if the next SPE isn't "ready" yet you can't hand the current thread off to another SPE instead, it has to go to the right one. The PS3 has 6 SPEs available to programmers (one is dummied out and the one is reserved for the OS).

Symmetric multiprocessors, like the Xbox 360 and all current PC CPUs have multiple multipurpose cores which can usually handle multiple threads each (in the case of the Xbox 360, three cores which can process two threads each simultaneously). In one of these systems, the next thread to be executed can simply be shifted to the next core that becomes available, because any core can handle any process. That makes optimisation a hell of a lot easier for these systems, and also means that the same optimisation techniques work on both the Xbox 360 and the PC.

When the Cell is programmed properly, the CPU is very fast, but that processor speed doesn't necessarily benefit gaming performance because the things it is very good at (linear calculations on vectors and floating point values) are not necessarily what is required of the CPU in a games console (Quite good for physics, not good for AI, which relies more on branch prediction, which is made harder by the cell architecture). Which is why the PS3 kicks ass for Folding@Home but is about the same at actual games as the Xbox 360, despite having much more floating point computing power on the CPU.
 

Frank_Sinatra_

Digs Giant Robots
Dec 30, 2008
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Very nice review, no "it sucks!!" bullshit and no "Jesus made this" bullshit


Untamed Waters said:
MrBrightside19 said:
Oh please, don't give me that bullshit. If you were a fan of the game, you'd know what you were getting yourself into. MGS4 isn't the game in the series you wanna jump into if you are new to MGS. The only person to blaim for you not liking the game is yourself.

Know what you are getting yourself into before you decide to proclaim it bullshit...

blame*

Firefox, the better browser.

The only MGS game that I felt was good was MGS 2: Substance. And seriously, your post was good until you say I spew "bullshit" as you say. All I said is the reason I don't like MGS is because when I play a game I want to play a movie, not get interactive cut scenes in between movies scenes.

Indigo_Dingo said:
Untamed Waters said:
"The only people who would ever say that Metal Gear Solid 4 was a bad game are people who have never played it...or 360 owners, maybe"

I stopped reading here. The reason I don't like MGS is not because I'm a 360 owner, it's becuase I don't want a game that takes twenty minutes to start!


When I play a game, I don't want to watch a movie simultaneously.
Thats bullshit right there. If you really want to, you can fight a Gekko with an AK 47 4 minutes in. Thats faster than GTA San Andreas.

Yet another game series I don't like!

Honestly, my taste in games is very selective. Shooters and RPGs are my thing, and I really don't venture much further just because I don't normally like other games than those in that genre.
Okay so what point were you trying to make? Tactical Espionage Action usually dosn't quote into either "shooter" or "RPG" so I find your argument flawed. Also if your tastes are very selective why bother trying out new games at all if you hate them so much. (don't think about that too much its not really worded well.)
 

Frank_Sinatra_

Digs Giant Robots
Dec 30, 2008
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Oh yes almost forgot. Home was an admirable shot by Sony but an ultimately flawed one at that. If Sony wants Home to take off they need to fix a few things.
A.) Make digital sofas and the like free
B.) Put more arcade consoles, pool tables, bowling lanes, and the like in. Its annoying how you have to wait till the dead of night to get on any of them.
C.) Stop with such the harsh censoring. ****o how are you today? Censoring Hello for the hell in it? WTF?!

I do however give Sony points for making the best avatars. XBL and Wii avatars look retarded.
 

Susan Arendt

Nerd Queen
Jan 9, 2007
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Flirts with fanboyism in a spot or two, but all in all a very honest and realistic look at the pros and cons of the PS3. Very nicely done.
 

JediMB

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RedMenace said:
Only thing I can say is powerful doesn't always mean better or successful. Remember Dreamcast? Well that thing was more powerful than any other console on the market, and look where it end up.
That was to a large part because of how much of their money Sega wasted on the Sega CD, 32X and Saturn, though.
 

tiredinnuendo

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Not a bad review. As others have said, you don't focus on the tech enough, and a few of your points on Blu-Ray and PSN are either misphrased or missing key information. Overall, I came out of this review unsure of what to think. You seem, on one hand, to be recommending the PS3 as a purchase. However, you also reference the extremely thin (at present) list of decent exclusive titles and the enormous setup cost of a system capable of enjoying Blu-Ray movies.

Perhaps divide up your conclusions into several categories, i.e. "For those who already own a 360, you may wish to wait on your purchase since the list of exclusives alone may not be worth the price, however for those who as yet have not purchased a next gen console, the PS3 may be a more appealing choice."

As an owner of all three consoles myself, I have a tough time recommending the PS3 to others, mainly because the bulk of my social network owns 360's. A few own PS3's as well, but still, whenever a multiplayer game comes out, we all buy it on the 360 just to make sure that we can get as many folks as possible into a multiplayer match.

Oh yeah, and this...

Indigo_Dingo said:
I doubt anyones saying its the messiah, but realistically, its the only one that has the real potential to become the messiah.
I can't really tell, but if this was a joke, it was really funny in that self-defacing way. If you were being serious, it was still funny, but also really sad (hint: now is when you pretend it was a joke).

- J
 

thatstheguy

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n3w2nj said:
Coming from the PS2 were you had so many games that you'd never have a dull moment to this its abysmal.
Then I must of chose some really terrible games for the system because I never play my PS2 for the reason that I have no games for it. As for the review, I must say the system has certainly gained an enduring presence. It's gotten some good games and Blu-ray games and movies looks like looking out a window form what I've seen at a nearby Blockbuster. Though I'm not sure if I'm willing to spend 400 bucks at the moment (or whatever the system costs).
 

PedroSteckecilo

Mexican Fugitive
Feb 7, 2008
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Fairly good for a console review, usually these things turn into a "My System is Underrated" or "Your System is Overrated!"

Personally I agree with you, the PS3 is great, but the 360 gets most of my playtime. I've started buying certain games that don't have "PS3 port issues" like the new Prince of Persia just so I can get some damned use out of the great black beast in between the highly desired exclusives that I do indeed highly desire.

I can see one major problem with your review... that being that it falls firmly into the "I own all three consoles so ha ha ha" mindset that drives console fanboys up the fnuckin wall. You will likely see some serious trolling for that.

Also mention of some smaller, interesting exclusives might have shown some strengths better (games like Folklore and Valkyria Chronicles, titles that made me buy the system)
 

Zer_

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Feb 7, 2008
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GloatingSwine said:
Anarchemitis said:
My cousin has told me that yes the Playstation 3 is the most powerful console ever devised by man, but chances are slim as of yet that games will ever utilize it's power because it's significantly harder to write a game engine for 8 simultaneous processors than the stuff the Wii or the Xbox have. Harder to the point that game companies come to the choice of "Better Graphics and Game feedback than the world has ever known before and ever will" or "Save 2 million dollars and not hire 30 professional code specialists". Thusfar they have always chosen the latter.
Playstation 3 games are not using "8 simultaneous processors". Cell architecture is based on one multipurpose processing core and a number of more specialised SPE cores. The SPEs process small instructions very quickly, then pass the result to the next SPE in the chain to have the next instruction performed on it, so a single thread is split over mulitple SPEs executing it's steps in sequence, rather than being entirely performed by a single core. That makes data flow optimisation very important to the Cell processor, because each SPE is specialised to do a particular calculation at a particular time, so if the next SPE isn't "ready" yet you can't hand the current thread off to another SPE instead, it has to go to the right one. The PS3 has 6 SPEs available to programmers (one is dummied out and the one is reserved for the OS).

Symmetric multiprocessors, like the Xbox 360 and all current PC CPUs have multiple multipurpose cores which can usually handle multiple threads each (in the case of the Xbox 360, three cores which can process two threads each simultaneously). In one of these systems, the next thread to be executed can simply be shifted to the next core that becomes available, because any core can handle any process. That makes optimisation a hell of a lot easier for these systems, and also means that the same optimisation techniques work on both the Xbox 360 and the PC.

When the Cell is programmed properly, the CPU is very fast, but that processor speed doesn't necessarily benefit gaming performance because the things it is very good at (linear calculations on vectors and floating point values) are not necessarily what is required of the CPU in a games console (Quite good for physics, not good for AI, which relies more on branch prediction, which is made harder by the cell architecture). Which is why the PS3 kicks ass for Folding@Home but is about the same at actual games as the Xbox 360, despite having much more floating point computing power on the CPU.
WOW Someone who understands the PS3's shortcomings beyond the software. Damn! You did forget to mention the relatively weak GPU though! I've always said the PS3 is at most a smidge ahead of the 360 in terms of gaming power.
 

GloatingSwine

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SuperFriendBFG said:
WOW Someone who understands the PS3's shortcomings beyond the software. Damn! You did forget to mention the relatively weak GPU though! I've always said the PS3 is at most a smidge ahead of the 360 in terms of gaming power.
The GPU wouldn't be an issue if it weren't for the fiddly CPU optimising, really. It's clearly got the stones to put out some impressive stuff (MGS4 springs to mind), but the fact that so many multiplatform games have to cut corners (especially in resolution, many multiplatform games internally render at less than 720p on the PS3 but not the Xbox) shows that there's something not quite meeting in the middle.
 

Zer_

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GloatingSwine said:
SuperFriendBFG said:
WOW Someone who understands the PS3's shortcomings beyond the software. Damn! You did forget to mention the relatively weak GPU though! I've always said the PS3 is at most a smidge ahead of the 360 in terms of gaming power.
The GPU wouldn't be an issue if it weren't for the fiddly CPU optimising, really. It's clearly got the stones to put out some impressive stuff (MGS4 springs to mind), but the fact that so many multiplatform games have to cut corners (especially in resolution, many multiplatform games internally render at less than 720p on the PS3 but not the Xbox) shows that there's something not quite meeting in the middle.
Mmm, although the PS3 GPU is loosely based off of a GeForce 7800 it lacks the unified shader architecture that made the 360's GPU so fantastic. A few other reasons here and there.

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 250 Million Triangles/sec

Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.0 Billion Vertices/sec

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 12.0 Billion Texels/sec

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.0 Billion Texels/sec

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 16.0 Billion Pixels/sec

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 24.0 Billion Pixels/sec

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 20.8 GB/sec (shared with frame buffer)
PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

Xbox 360 has the advantage in most cases.

Some PS3 GPU (RSX) specs are still not confirmed as final. It's assumed to have 24 pixel pipelines, 8 vertex pipelines, 8 ROPS (raster), and 550MHz clock speed. But any of those could change, especially the clock speed.

Are there any other GPU spec categories worth adding?

UPDATE: RSX figures were updated to represent GeForce 7 based architecture with 24 pixel pipelines, 8 vertex pipelines, 8 ROPS, 500MHz core, and 650MHz memory. In other words, it dropped from 550MHz/700MHz to 500MHz/650MHz.
 

Uncompetative

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Controversial Prediction

A new Xbox console will be announced and hotly anticipated before the PS3 gets a proper "foothold" in the market with AAA exclusive games.

Microsoft must want to bring out a more powerful iteration of the Xbox because:

- they want to 'steal the thunder' of the second wave of quality PS3 exclusive games
- they want to capitalize on the success of the 360 (so it will be backwards compatible)
- they want to prevent their games console looking substantially inferior to their perceived competitor
- they want to stop manufacturing a machine that they rushed out and which has known design faults (RRoD)
- they want to give it a large internal hard-drive to encourage developers to program 'persistent environments'
- they want to give it an optional removable hard-drive for user-created, downloaded content (movies, music, television)
- they want to give it WiFi and will make it simpler to stream content from your personal computer (Windows, Mac, or Linux)
- they want to give it an HDMI out
- they want to have it run Crysis

However, it is unlikely that they will update the gamepad, or include 'motion-sensing' - if they do it will be with a separate peripheral that has to be bought separately and which will only work on the new machine. Hence, the force-feedback steering wheel you spent all that money on will work just fine. The games will still come on DVDs (which will shock some), but the developers will have realized the cost/benefit ratio of filling a Blu-ray disc with oodles of HD textures isn't justified by the sales to a shrinking market (as consumer spending dwindles...), so will rediscover and reinvigorate the old techniques procedural generation that allowed David Braben to put eight Galaxies on a single Floppy disc in Elite.

Procedural generation was used in Oblivion (see: the Environment section in http://en.wikipedia.org/wiki/Oblivion_(Elder_Scrolls) ), as part of the production process, creating the assets that became the final "build" that was put on the DVD. What I mean is that this 'generating stuff by calculation' takes place at runtime, when you install the game (i.e. it partially unpacks part of its environment), or dynamically as you play the game - so as you focus your attention on a rock the graphics engine will consistent decide what higher resolution texture to supplant the previous texture with as the Level-of-Detail (LoD) changes with your observation (i.e. closer distance/focus). Actually, there is no reason why this cannot be applied to trees, plants, even city plans (see: Subversion at http://en.wikipedia.org/wiki/Subversion_(computer_game) ). Then you have games like Borderlands that have 1000s of guns, as you can construct them from parts - here you are probably getting into reusing prefabricated components which allow themselves to be plugged together in a multitude of 'sensible' ways to yield behavior dependent on the scripts they contain and "forces" they transform/transmute.

This will all be supplemented by a little sprinkle of artistic detail. Every environment will have to be visited by the developers and then carefully adjusted. So a future GTA would let you walk into any unsecured building, but without the developer making an extra effort the spaces would seem rather humdrum and repetitive. So, if a mission involved you going to a bar and winning a game of pool, you would drive across the city, park, enter the bar and discover lower than normal light levels, tints, and volumetric smoke coming from the back parlour where the pool table was kept along with the incidental canned dialogue of a couple of 'out of towners' complaining to the barkeep about health code violations only if they were sat close enough to notice a significant density of tobacco smoke, only if the developer had added this character by adjusting with a few contextual sliders in each room - i.e. % probability of customers, % of which were from out of town, % Hue/Saturation/Brilliance of room's illumination, % smoke density, etc. The important point about all this is that you would only need to tweak some of the settings for some locations. You could have someone in your art department design street graffiti and someone else go around 'tagging' buildings/subway cars (obviously, this could be an extended mini game for the player, but you would need to start off with some for the environment to feel lived in - unless you're doing something like: Mirror's Edge).

So, for this reason there is no need to switch to Blu-ray. This means that Microsoft could bring out a new console that was almost as pricey as the PS3 would be at that time, but put all that money into the components and build quality (probably two graphics cards and a lot more RAM). Adding an extra hard-drive to store movie downloads would make it more expensive, but at this point it would easily rival the best Media Center PCs. This hard-drive would be optional because gamers wouldn't need it (gamers are being forced to buy components they may not use with the PS3), although some may use it for digital distribution of more obscure titles (I think a deal with SEGA to put their back catalogue of retro titles on a comprehensive emulator would help the Virtual Arcade enormously - translating some Japanese ones), or XNA developed ones, with Microsoft supporting art and innovation in gameplay with a prize ceremony that would accept amateurs and professionals on equal terms, but set a limit on the budget so the rich publishers didn't tend to win year after year with their major titles. A removable hard-drive can also be upgraded to a larger size, although they will need to find a way of letting you transfer/backup your stuff without stealing it - and I see no reason why you can't download a movie rental, get invited around to someone's house who also has a new Xbox and you can suggest watching the movie there, by swapping out the hardware. Sky+ HD lets you rent a Box Office movie with you only actually paying for it once you start watching it - you could change your mind and delete it with no charges made; you can even watch it multiple times within a 24 hour period from when you began watching it the first time (given that Sky can't control me seeing a movie and inviting a friend over to see it again before it automatically deletes itself, I don't see any problem with Microsoft allowing the reverse: getting some digital content and taking it on the removable drive to be seen by others). I anticipate extended demos of games being available for rental (say: the first three levels of a AAA game for a week of real time or a weekend or 5 non-consecutive hours of 'game time' which could be spread-out over a month). Obviously, with procedurally generated, open-world environments the games either become multiplayer "mini-games" (like Skate, or Jet Set Radio Future, or a Mirror's Edge game of competitive parkour package delivery), or they become quests (like in Oblivion), or they become missions (in an over-arching narrative), yet in all three cases these 'games' can be retrofitted to the environment and rented/sold as downloadable episodes. Don't know if you'll like skateboarding? Rent before you commit to a purchase you may regret.

This model of production also lowers the risk of the publication of games that have taken 1000s of man-years to create. Developers seem quite prepared to buy in graphics/physics/AI engines, yet persist in building the environment from scratch by hand in a 3D modeling program even though the city they need for Hulk, is barely any different than the one in Transformers. Just grow it.
 

Zer_

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Procedural methods are definitely going to play a big part in game production. We have no other viable direction to go because production cost and times are going up. The beauty of procedural methods is that it can output some generic environments in a huge scale in short time. Then the fine tuning and adding "special" touches to the environment can proceed.
 

Anarchemitis

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GloatingSwine said:
Anarchemitis said:
My cousin has told me that yes the Playstation 3 is the most powerful console ever devised by man, but chances are slim as of yet that games will ever utilize it's power because it's significantly harder to write a game engine for 8 simultaneous processors than the stuff the Wii or the Xbox have. Harder to the point that game companies come to the choice of "Better Graphics and Game feedback than the world has ever known before and ever will" or "Save 2 million dollars and not hire 30 professional code specialists". Thusfar they have always chosen the latter.
Playstation 3 games are not using "8 simultaneous processors". Cell architecture is based on one multipurpose processing core and a number of more specialised SPE cores. The SPEs process small instructions very quickly, then pass the result to the next SPE in the chain to have the next instruction performed on it, so a single thread is split over mulitple SPEs executing it's steps in sequence, rather than being entirely performed by a single core. That makes data flow optimisation very important to the Cell processor, because each SPE is specialised to do a particular calculation at a particular time, so if the next SPE isn't "ready" yet you can't hand the current thread off to another SPE instead, it has to go to the right one. The PS3 has 6 SPEs available to programmers (one is dummied out and the one is reserved for the OS).

Symmetric multiprocessors, like the Xbox 360 and all current PC CPUs have multiple multipurpose cores which can usually handle multiple threads each (in the case of the Xbox 360, three cores which can process two threads each simultaneously). In one of these systems, the next thread to be executed can simply be shifted to the next core that becomes available, because any core can handle any process. That makes optimisation a hell of a lot easier for these systems, and also means that the same optimisation techniques work on both the Xbox 360 and the PC.

When the Cell is programmed properly, the CPU is very fast, but that processor speed doesn't necessarily benefit gaming performance because the things it is very good at (linear calculations on vectors and floating point values) are not necessarily what is required of the CPU in a games console (Quite good for physics, not good for AI, which relies more on branch prediction, which is made harder by the cell architecture). Which is why the PS3 kicks ass for Folding@Home but is about the same at actual games as the Xbox 360, despite having much more floating point computing power on the CPU.
Just so. It still means that engines or game software is hard to write for it, so game companies don't bother.
My cousin (who works at EA Sports in Burnaby) showed me on a tour once, a model of a character for NBA 09 he worked on, and how there were 4 different iterations of the model, each less polygons than the last. The main model, 1300 Polygons and lookin' good he explained would never be put in any game. Then there was a 900 poly one, which would be the model used in the Xbox 360 version of the game when the camera was within a certain distance of the model. Than a 450 poly one which kinda looked like crap, which would be the far model for Xbox 360 and the near model for PS3 due to no one telling anyone to write the code for the PS3 use a nice model. Lastly was a model that was 100 polygons and used NURBS so you could tell what it was because it was so jagged. It was the Wii far model, it would never be close to the camera.
 

Uncompetative

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Indigo_Dingo said:
Uncompetative said:
Controversial Prediction

A new Xbox console will be announced and hotly anticipated before the PS3 gets a proper "foothold" in the market with AAA exclusive games.
So, last February?
To clarify, what I meant was that the next Xbox would get named in some daft expensive ceremony (I would put money on some Shawn White snowboarding hoopla next November in Aspen with the "snow white" Xbox 1080 being unveiled amidst cartwheeling booth-babes in Santa's helpers outfits), given a product range and price and some mid 2010 release date.

It has already been acknowledged that there will be successors to all the main consoles, but no fixed names, prices or release dates as of yet.

Hence the prediction that just as PS3 might look like it was coming out with games the 360 could not attempt, Microsoft would reassure its market and announce a definite release date for a new Xbox even though this might impact sales of the 360. Sony have said something about the PS3 having a lifetime of 10 years - that is double the usual. So, I think it is reasonable to expect a new Xbox long before any real talk or sign of a PS4 and even before the PS3 has had a chance to distinguish itself with exclusive titles.

After all, if the PS3 > 360 (and I not saying it is/isn't) then it has to prove this to be the case. Unfortunately, developers are concentrating on multi-platform titles built with middleware tools that suit the lowest common denominator hardware architecture - and for simplicity's sake it is unlikely to be the PS3's.

Ooh. I also anticipate Microsoft trying to bring out a balance-board/dance-mat with built in disco lighting to tie in with some Snowboarding, Skiing, Surfing, Tai Chi and Dancing games, whilst letting all the Wii HD owners break their new plasma televisions as they lose grip on their Wiimote for the umpteenth time.