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      /  PS3, Wii, XBox: The Neverending Story, Part 5
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PosterThread
MikeB 
Re: PS3, Wii, XBox: The Neverending Story, Part 5
Posted on 30-Mar-2009 17:29:33
#1 ]
Elite Member
Joined: 3-Mar-2003
Posts: 6487
From: Europe

MikeB:

Quote:
Funny how you repeat propaganda yet claim to have the upper hand in being objective. Uncharted doesn't use much if any data duplication. This FUD was spread when a dev made an Oblivion comment, but they explained they used data duplication with the 360 version as well and that fanboys dragged the comment way out of context.

Uncharted doesn't have a mandatory harddrive install neither.


But let me expand with I don't think data duplication is by definition a bad approach at all. For example you have a 20 GB game on a 25 GB capacity disc, why let that extra 5 GB go to waste if you could reduce seektimes further by data duplication?

If it benefits the game, nomatter how small the benefit may be. Then why not?

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PosterThread
Hammer 
Re: PS3, Wii, XBox: The Neverending Story, Part 5
Posted on 31-Mar-2009 3:43:31
#1 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5858
From: Australia

@MikeB

Quote:

Why care about its naming?

For technical reasons.

Quote:

The end result is what matters or not?

As they say, “there’s many ways to skin a cat”.

It’s a trade-off between pixel shader, ROP units, bandwidth and storage resources.
Quote:

Most games use FP16 render targets: this is the most straightforward and simple way to do it, quality is also very good, though unfortunately FP16 render targets require a lot of memory and bandwidth: every pixel needs 8 bytes in video ram to store its color data. (SNIP)

The integer method requires additional pixel shader cycles and ALUs.

Last edited by Hammer on 31-Mar-2009 at 07:58 AM.
Last edited by Hammer on 31-Mar-2009 at 03:53 AM.

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