Grand Theft Auto IV facing possible limitations with the 360
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Re: Grand Theft Auto IV facing possible limitations with the 360
They are pretty similar, I'm sure someone can post exact specs.
The 360 has 512 MB of RAM, while the PS3 has 256 MB, but it has a seperate 256 MB somewhere else in the system.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Oh ok. Yeah I guess that would be somewhat of a limitation when it comes to GTA for example.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
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A look at the Xbox 360 specs
Let’s quickly go over the guts of the Xbox 360 console. Inside the 360, you’ll find three IBM custom designed symmetrical PowerPC based processor cores running at 3.2GHz. The graphics processor unit is a custom designed unit designed by ATI running at 500MHz. Microsoft claims that the Xbox 360 can process more than four times the number of polygons as the original Xbox console. You’ll also find 48 parallel shader pipelines inside the ATI GPU. The console itself uses a shared memory architecture built around 512MB of GDDR3 RAM.
http://www.theregister.co.uk/2005/05...y_unveils_ps3/
The PS3's CPU is backed by Nvidia's graphics chip, dubbed in this application the RSX, for "reality simulator". RSX connects directly to the CPU, with which it shares access to the PS3's 512MB of system RAM. The memory is split into two banks: 256MB of XDR clocked at 3.2GHz for the CPU's usage and 256MB of 700MHz GDDR 3 SDRAM for the RSX.
After doing some good old google research, it pretty much looks like a wash as far as RAM goes. Anyway I think this game is gonna be great on either console.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Bottom line -
GTA IV is going to cost way too much to produce for there to be much, if any differences at all between the XBox 360 and PS3 versions. It will be the SAME GAME!Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
I think that was their plan from the beginning.Comment
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You do what you want in your association, don't let others ruin the fun. Just because other people say it's cheap doesn't mean you have to let it affect your association, just have fun - Evan_OSComment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Xbox GPU > PS3 GPU
Xbox CPU l PS3 CPU
It is even right now. PS3 CPU has way more potential however is must be tapped. Biggest difference is listed below.
Thanks to the efficiency of the 360 GPU’s unified shader architecture and this 10MB of EDRAM the GPU is able to achieve 4XFSAA at no performance cost. ATI and Microsoft’s goal was to eliminate memory bandwidth as a bottleneck and they seem to have succeeded. If there are any pc gamers out there they notice that when they turn on things such as AA or HDR the performance goes down that’s because those features eat bandwidth hence the efficiency of the GPU’s operation decreases as they are turned on. With the 360 HDR+4XAA simultaneously are like nothing to the GPU with proper use of the EDRAM. The EDRAM contains a 3D logic unit which has 192 Floating Point Unit processors inside. The logic unit will be able to exchange data with the 10MB of RAM at 2 Terabits a second. Things such as antialiasing, computing z depths or occlusion culling can happen on the EDRAM without impacting the GPU’s workload.
Xenos writes to this EDRAM for its framebuffer and it’s connected to it via a 32GB/sec connection (this number is extremely close to the theoretical because the EDRAM is right there on the 360 GPU’s daughter die.) Don’t forget the EDRAM has a bandwidth of 256GB/s and its only by dividing this 256GB/s by the initial 32GB/s that we get from the connection of Xenos to the EDRAM we find out that Xenos is capable of multiplying its effective bandwidth to the frame buffer by a factor of 8 when processing pixels that make use of the EDRAM, which includes HDR or AA and other things. This leads to a maximum of 32*8=256GB/s which, to say the least, is a very effective way of dealing with bandwidth intensive tasks.
In order for this to be possible developers would need to setup their rendering engine to take advantage of both the EDRAM and the available onboard 3D logic. If anyone is confused why the 32GB/s is being multiplied by 8 its because once data travels over the 32GB/s bus it is able to be processed 8 times by the EDRAM logic to the EDRAM memory at a rate of 256GB/s so for every 32GB/s you send over 256GB/s gets processed. This results in RSX being at a bandwidth disadvantage in comparison to Xenos. Needless to say the 360 not only has an overabundance of video memory bandwidth, but it also has amazing memory saving features. For example to get 720P with 4XFSAA on traditional architecture would require 28MB worth of memory. On the 360 only 16MB is required. There are also features in the 360's Direct3D API where developers are able to fit 2 128x128 textures into the same space required for one, for example. So even with all the memory and all the memory bandwidth, they are still very mindful of how it’s used.
Another limit is it seems with the game they are trying to make it really interactive by having a lot of things happening at once. The advantage goes to the PS3 in this as in can handle more than the 360 because of the Cell processor.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Comparing the number of broken 360s to PS3s is just flat out stupid. Wow.
http://forums.operationsports.com/vB...d.php?t=196870Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Developers should now be allowed to develop games for the 360 premium using the hard drive. MS should ditch the core already. Core users still have plenty of games and can pick up a hard drive to play the next round.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Comparing the number of broken 360s to PS3s is just flat out stupid. Wow.
http://forums.operationsports.com/vB...d.php?t=196870
It's pretty obvious the PS3 doesn't break near as often.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
That's the way I see it as well. For the record I have a near flawless launch 360 and launch PS3.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Yes bluray is bigger, but it allows for more lazy programming and has problems of its own. I've read articles about how some developers have put duplicate data on the disks to help with the loading times. The DVD size could be a problem, but not if a dedicated developer finds a more efficient way to compress the data, just as they've done in the past.Last edited by bkfount; 05-02-2007, 12:41 PM.Comment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Comparing the number of broken 360s to PS3s is just flat out stupid. Wow.
http://forums.operationsports.com/vB...d.php?t=196870
wow, you completely missed the joke. And please...no retorts of "no, I got it, but I wanted to make this other arguement instead..." It was a simple poke at Sony for not being top dog this generation.
I must be one of the blessed, as I've only had to replace 1 console, and that was my original playstation...
As was said, there's TOO much money involved in making this game to have 2 separate teams making wild changes across platforms. They'll be practically identical, with some graphical filtering differences more than likely.Last edited by Neolithic; 05-02-2007, 01:01 PM.You do what you want in your association, don't let others ruin the fun. Just because other people say it's cheap doesn't mean you have to let it affect your association, just have fun - Evan_OSComment
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Re: Grand Theft Auto IV facing possible limitations with the 360
Not sure if its been posted somewhere else but this seems to give a little more credibility to the original posters link.Comment
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