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MikeB
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 10:35:42
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Hammer
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 11:52:46
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Joined: 9-Mar-2003 Posts: 5858
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| @MikeB
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What kind of program you would write on a CPU you couldn't do on the SPU? |
Where's Linux kernel SPU port? Refer to Fold@Home CPU as another example.
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So? Vista itself isn't running on them |
In practise, Windows Vista has SPU (via Toshiba) support today while BeOS or its open source variants has zero support.
In MacOS X land, CUDA based framework for "everyday" applications http://www.appleinsider.com/articles/08/06/06/apple_said_to_have_sights_on_nvidias_cuda_technology.html
Last edited by Hammer on 13-Jun-2008 at 11:59 AM. Last edited by Hammer on 13-Jun-2008 at 11:54 AM. Last edited by Hammer on 13-Jun-2008 at 11:53 AM.
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Lou
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:01:06
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Joined: 2-Nov-2004 Posts: 4227
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| @NoelFuller
They ran out in the UK as well and possibly other countries. It affected weekly sales for 2 weeks. It was documented on popular sites.
MAY NPD for USA:
Nintendo Wii -- 675,100 (down 39K from April) Nintendo DS -- 452,600 (up 38K) PlayStation 3 -- 208,700 (up 22K) PlayStation Portable -- 182,300 (down 10K) Xbox 360 -- 186,600 (down 1K) PlayStation 2 -- 132,700 (up 8K)
The Wii took the biggest dip out of any system, surprising given that it hosts a solid half of the top ten titles for the month. The DS picked up the slack, which is pretty much the opposite of what happened last month. The Xbox 360 took a slight hit, while the PS3 experienced the second-biggest jump after the DS. The PSP tripped, but the PS2 was there to catch it for Sony.
In software, though, it's all Nintendo:
Grand Theft Auto IV (360) -- 871,300 Mario Kart Wii (Wii) --787,400 Wii Fit (Wii) -- 687,700 Grand Theft Auto IV (PS3) -- 442,900 Wii Play (Wii) -- 294,600 Super Smash Bros. Brawl (Wii) -- 171,100 Iron Man (PS2) -- 130,600 Guitar Hero III (Wii) -- 116,800 Pokemon Mystery Dungeon: Explorers of Darkness (DS) -- 107,000 Pokemon Mystery Dungeon: Explorers of Time (DS) -- 102,000
Again, I don't see GTA4 moving console units for Sony or Microsoft. I attribute the PS3 outpacing the 360 on BluRay playing capabilities alone as they certainly aren't buying many PS3 games...
Next month expect MSG4 to show up on the list and it will be interesting to see how Rockband does on the Wii... Guitar Hero 3 on Wii continues to sell well and well and above the other console versions... |
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MikeB
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:41:28
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Joined: 3-Mar-2003 Posts: 6487
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| @Hammer
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Where's Linux kernel SPU port? |
Like stated already Linux wouldn't be suitable for that at all. But the SPUs could run tiny well designed operating systems, in fact each already runs a tiny operating system. |
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MikeB
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:45:02
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Joined: 3-Mar-2003 Posts: 6487
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| @Lou
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Again, I don't see GTA4 moving console units for Sony or Microsoft. I attribute the PS3 outpacing the 360 on BluRay playing capabilities alone as they certainly aren't buying many PS3 games... |
What? Note that GTA IV has a higher attach rate on the PS3 for the US.
Overall attach rates are about equivalent for the 360 and PS3, game sales per user per year. |
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Hammer
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:50:32
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Joined: 9-Mar-2003 Posts: 5858
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| Quote:
MikeB wrote: @Hammer
Quote:
Where's Linux kernel SPU port? |
Like stated already Linux wouldn't be suitable for that at all. But the SPUs could run tiny well designed operating systems, in fact each already runs a tiny operating system. |
Linux runs on lame(by today's standards) CPUs like 68030 or 80386.Last edited by Hammer on 13-Jun-2008 at 12:53 PM. Last edited by Hammer on 13-Jun-2008 at 12:51 PM.
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MikeB
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:54:01
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Joined: 3-Mar-2003 Posts: 6487
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| @Hammer
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Linux runs on lame(by today's standards) CPUs like 68K. |
So what would be the practical use of that? More modern builds already run fine on the Cell's PPE.Last edited by MikeB on 13-Jun-2008 at 12:54 PM.
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Hammer
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:55:10
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Joined: 9-Mar-2003 Posts: 5858
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| @MikeB
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MikeB wrote: @BrianK
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Okay and realistically what % of his code is in Flight Simulator X? You're reaching. |
I haven't played it but reviews weren't exactly raving.
IGN: "I know... I'm bitching and moaning. Thinking that it might be my PC, I tested the game on an additional system with a better video card and 3 GB of RAM. Sad to say it also chugged and the graphics remained sub-par."
GA: "That’s right, FSX doesn’t appear to be multithreaded. On a game that is CPU limited and intended to be an example of next generation gaming, there’s no excuse to ignore dual core processors."
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MGM was the last major independent film studio, they're now part of Sony. |
Again Sony owns a minority stake of about 20%, they don´t own that company. MGM for example supports XBox Live.
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No the SPE is closer to a co-processor. It can't predict that it needs and it's cache is non-transparent. It can't fetch from main memory but relies upon the PPE to feed it it's data. |
One of Mike Acton's lessons by using the Cell is not to treat the SPUs as co-processors. Nice of you to want to undue this lesson.
Insomniac's Rule 1:" The SPU is not a co-processor! Don't think of SPUs as hiding time “behind” a main PPU loop"
I think you got the SPE's fast LS mixed up with the SPE's atomic cache units.
Data transfer between an SPE Local Store and Main Storage is performed by the Memory Flow Controller on the SPE. Each MFC can autonomously manage a sequence of DMA transfers in response to a DMA list command from its associated SPU. Each MFC has a synergistic memory management (SMM) unit that processes address-translation and access-permission information supplied by the PPE operating system.
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Note that AMD RV670 GPU has a custom RISC based command processor..._________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7900X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
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Hammer
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 12:57:17
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Joined: 9-Mar-2003 Posts: 5858
From: Australia | | |
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| @MikeB
Quote:
MikeB wrote: @Hammer
Quote:
Linux runs on lame(by today's standards) CPUs like 68K. |
So what would be the practical use of that? More modern builds already run fine on the Cell's PPE. |
Modern builds runs low end embedded CPUs btw. Again, where's Linux SPU port. Last edited by Hammer on 13-Jun-2008 at 01:07 PM.
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MikeB
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 13:03:09
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Joined: 3-Mar-2003 Posts: 6487
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| @Hammer
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Again, where's Linux SPU port. |
Again what would be the practical use of a SPU port?
Desktop Linux is a huge and bulky OS, first step would be to run some Linux components on the SPU to facilitate the experience, but that would take a significant redesign. Not the Linux kernel itself. |
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Hammer
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 13:12:54
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Joined: 9-Mar-2003 Posts: 5858
From: Australia | | |
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| @MikeB
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Again what would be the practical use of a SPU port?
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Emmm, 6 core Linux SMP (note symmetric) .
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Desktop Linux is a huge and bulky OS,
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Linux scales from smart embedded CPUs (e.g. PDA devices)..
You haven’t answered why SPU Fold@Home work type still haven’t matched the CPU client. Perhaps, it’s something about SPUs falling between CPU and GPU(RV570/R580)…Last edited by Hammer on 13-Jun-2008 at 01:16 PM. Last edited by Hammer on 13-Jun-2008 at 01:14 PM.
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Hammer
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 13:36:08
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Joined: 9-Mar-2003 Posts: 5858
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| @Lou
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Looks nice but its missing heavy displacement mapping (vertex data obtained from texture data) effects._________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7900X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
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MikeB
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 14:09:12
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Joined: 3-Mar-2003 Posts: 6487
From: Europe | | |
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| @Hammer
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Perhaps, it’s something about SPUs falling between CPU and GPU(RV570/R580)… |
The SPUs can produce good results at which other CPUs are good at as well, but I guess for certain types of results there are simply greater gains. So it makes sense to concentrate the performance on strongpoints. I didn't design the client, so you better ask around on their forums. |
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Lou
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 17:48:16
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Joined: 2-Nov-2004 Posts: 4227
From: Rhode Island | | |
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| @Hammer
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Hammer wrote: @Lou
Quote:
Looks nice but its missing heavy displacement mapping (vertex data obtained from texture data) effects.
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Also, the shadows aren't consistent if you look at all the screen shots. The game is pretty far along though and I hope they tie up all the loose ends. In the end, it's shaping up to be one of the prettier Wii games and one geared straight for the hardcore crown. I really won't play an FPS game again unless it's with a Wii-like control scheme...
...speaking of which: http://www.gamesindustry.biz/articles/sony-working-on-break-apart-motion-ps3-pad however they will still be missing pointing functionality.... Oh, Sony, think of something original for once... |
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Tomas
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 13-Jun-2008 19:41:19
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Joined: 25-Jul-2003 Posts: 4286
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| @MikeB
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MikeB wrote: @Tomas
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And why can these games not be done on the xbox 360? |
- Gran Turismo 5: Prologue, too many polygons 1080p at solid 60 FPS. - Super Stardust HD: Too much stuff going on simultaneously at 1080p 60 FPS. - Uncharted: Drake's Fortune and 60 FPS Ratchet & Clank: TOD. Too much high quality data being streamed (compaere with the far less impressive Mass Effect on the 360 with texture pop-up overload and significant framerate issues). Both titles make excellent use of the default harddrive and benefit well from 25 GB discs.
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as it ran both jerky, had vsync issues and ran on a low fps |
Solid 60 FPS in-game, read some reviews. Maybe an issue with the HDTV (slow refresh) you were using? |
Hmm... I must admit that i have not tried the latest EU version, but the prologue version downloaded from the asian store was not running smoothly at all. I sadly dont want to pay nearly full price for a demo version so i can check it myself. Does the european version run alot better? I guess a bit stupid of me to judge by a old version...Last edited by Tomas on 13-Jun-2008 at 07:46 PM.
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Samwel
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 16-Jun-2008 3:38:58
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Joined: 7-Apr-2004 Posts: 3404
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| @Tomas
I just bought the disc version.. It's smooooth.. I promise! If it's @60fps or @50fps I can't tell.. But it keeps a smooth framerate well above 30fps IMO.
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Lou
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 16-Jun-2008 12:32:19
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BrianK
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 16-Jun-2008 12:41:56
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Joined: 30-Sep-2003 Posts: 8111
From: Minneapolis, MN, USA | | |
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| @Lou
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I guess from the standpoint the Gamer Pics will be configurable. There's always been an avatar as sorts. But, didn't other things like Second Life have avatars before the Wii?Last edited by BrianK on 16-Jun-2008 at 12:42 PM.
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Lou
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 16-Jun-2008 12:48:22
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Joined: 2-Nov-2004 Posts: 4227
From: Rhode Island | | |
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| @BrianK
Quote:
BrianK wrote: @Lou
Quote: I guess from the standpoint the Gamer Pics will be configurable. There's always been an avatar as sorts. But, didn't other things like Second Life have avatars before the Wii?
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Well, gee, World of Warcraft came out in 2004...those characters are avatars too...
The point is, Nintendo made it "built-in" to the system. Made it a feature of the platform. A console. Not a PC...
Nintendo is succeeding with unique ideas. 19 months after the console's release, we now see the copy-cats... Makes you wonder what Nintendo will come up with in the next generation... |
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Lou
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Re: PS3, 360, and Wii -- the ever long discussion (Part 3) Posted on 16-Jun-2008 14:06:21
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Joined: 2-Nov-2004 Posts: 4227
From: Rhode Island | | |
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| @Samwel
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Samwel wrote: @Tomas
I just bought the disc version.. It's smooooth.. I promise! If it's @60fps or @50fps I can't tell.. But it keeps a smooth framerate well above 30fps IMO.
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Well atleast that answers that. I wonder how the two differ exactly, if it was just a case of optimization. The latter version has a larger install to the HDD... |
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