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MikeB 
Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
Posted on 13-Jun-2008 10:35:42
#181 ]
Elite Member
Joined: 3-Mar-2003
Posts: 6487
From: Europe

MGS4 is rated a perfect 10 by IGN (but if they could they would rather have rated the game an 11):

http://ps3.ign.com/articles/881/881472p1.html

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Hammer 
Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
Posted on 13-Jun-2008 11:52:46
#182 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5858
From: Australia

@MikeB

Quote:
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.

Quote:
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 
Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
Posted on 13-Jun-2008 12:01:06
#183 ]
Elite Member
Joined: 2-Nov-2004
Posts: 4227
From: Rhode Island

@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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 12:41:28
    #184 ]
    Elite Member
    Joined: 3-Mar-2003
    Posts: 6487
    From: Europe

    @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.

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    MikeB 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 12:45:02
    #185 ]
    Elite Member
    Joined: 3-Mar-2003
    Posts: 6487
    From: Europe

    @Lou

    Quote:
    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 12:50:32
    #186 ]
    Elite Member
    Joined: 9-Mar-2003
    Posts: 5858
    From: Australia

    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 12:54:01
    #187 ]
    Elite Member
    Joined: 3-Mar-2003
    Posts: 6487
    From: Europe

    @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.

    Last edited by MikeB on 13-Jun-2008 at 12:54 PM.

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    Hammer 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 12:55:10
    #188 ]
    Elite Member
    Joined: 9-Mar-2003
    Posts: 5858
    From: Australia

    @MikeB

    Quote:

    MikeB wrote:
    @BrianK

    Quote:
    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."

    Quote:
    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.

    Quote:
    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.

    Note that AMD RV670 GPU has a custom RISC based command processor...

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    Hammer 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 12:57:17
    #189 ]
    Elite Member
    Joined: 9-Mar-2003
    Posts: 5858
    From: Australia

    @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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 13:03:09
    #190 ]
    Elite Member
    Joined: 3-Mar-2003
    Posts: 6487
    From: Europe

    @Hammer

    Quote:
    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 13:12:54
    #191 ]
    Elite Member
    Joined: 9-Mar-2003
    Posts: 5858
    From: Australia

    @MikeB

    Quote:
    Again what would be the practical use of a SPU port?

    Emmm, 6 core Linux SMP (note symmetric) .

    Quote:

    Desktop Linux is a huge and bulky OS,

    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 13:36:08
    #192 ]
    Elite Member
    Joined: 9-Mar-2003
    Posts: 5858
    From: Australia

    @Lou

    Quote:

    Lou wrote:
    New screen shots from The Conduit expected Q1-09 for the Wii
    http://www.nintendowiifanboy.com/photos/the-conduit/858710/

    Please note that they are shrunk to 530x371 or thereabouts...

    This game is using the Quantum3 engine that I linked a demo to some time ago that shows off "next-gen" visual effects on the Wii. The thing to note about this engine is that it maintains high polygon count in addition to good texturing and visual effects...

    Ign has better 640x448 images here:
    http://wii.ign.com/dor/objects/14248157/the-conduit/images/the-conduit-20080611021211070.html



    Looks nice but its missing heavy displacement mapping (vertex data obtained from texture data) effects.

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    MikeB 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 14:09:12
    #193 ]
    Elite Member
    Joined: 3-Mar-2003
    Posts: 6487
    From: Europe

    @Hammer

    Quote:
    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 17:48:16
    #194 ]
    Elite Member
    Joined: 2-Nov-2004
    Posts: 4227
    From: Rhode Island

    @Hammer

    Quote:

    Hammer wrote:
    @Lou

    Quote:

    Lou wrote:
    New screen shots from The Conduit expected Q1-09 for the Wii
    http://www.nintendowiifanboy.com/photos/the-conduit/858710/

    Please note that they are shrunk to 530x371 or thereabouts...

    This game is using the Quantum3 engine that I linked a demo to some time ago that shows off "next-gen" visual effects on the Wii. The thing to note about this engine is that it maintains high polygon count in addition to good texturing and visual effects...

    Ign has better 640x448 images here:
    http://wii.ign.com/dor/objects/14248157/the-conduit/images/the-conduit-20080611021211070.html



    Looks nice but its missing heavy displacement mapping (vertex data obtained from texture data) effects.

    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 13-Jun-2008 19:41:19
    #195 ]
    Elite Member
    Joined: 25-Jul-2003
    Posts: 4286
    From: Unknown

    @MikeB

    Quote:

    MikeB wrote:
    @Tomas

    Quote:
    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.

    Quote:
    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 16-Jun-2008 3:38:58
    #196 ]
    Elite Member
    Joined: 7-Apr-2004
    Posts: 3404
    From: Sweden

    @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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 16-Jun-2008 12:32:19
    #197 ]
    Elite Member
    Joined: 2-Nov-2004
    Posts: 4227
    From: Rhode Island

    more from Next-gen.biz... top 20 software is interesting....


    Who said 3rd party software doesn't sell on the Wii. I bought Gameparty back in March. It's alot of fun actually...

    Only 2 360 and PS3 titles a piece on the list...tisk tisk...

    Oh, now it's Microsoft's turn to do some Nintendo copying...:
    http://www.next-gen.biz/index.php?option=com_content&task=view&id=10930&Itemid=2

    This indept analysis really puts things into perspective:
    http://www.next-gen.biz/index.php?option=com_content&task=view&id=10925&Itemid=2

    Last edited by Lou on 16-Jun-2008 at 12:45 PM.
    Last edited by Lou on 16-Jun-2008 at 12:35 PM.

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    BrianK 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 16-Jun-2008 12:41:56
    #198 ]
    Elite Member
    Joined: 30-Sep-2003
    Posts: 8111
    From: Minneapolis, MN, USA

    @Lou

    Quote:
    Oh, now it's Microsoft's turn to do some Nintendo copying...:
    http://www.next-gen.biz/index.php?option=com_content&task=view&id=10930&Itemid=2
    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 16-Jun-2008 12:48:22
    #199 ]
    Elite Member
    Joined: 2-Nov-2004
    Posts: 4227
    From: Rhode Island

    @BrianK

    Quote:

    BrianK wrote:
    @Lou

    Quote:
    Oh, now it's Microsoft's turn to do some Nintendo copying...:
    http://www.next-gen.biz/index.php?option=com_content&task=view&id=10930&Itemid=2
    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?

    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 
    Re: PS3, 360, and Wii -- the ever long discussion (Part 3)
    Posted on 16-Jun-2008 14:06:21
    #200 ]
    Elite Member
    Joined: 2-Nov-2004
    Posts: 4227
    From: Rhode Island

    @Samwel

    Quote:

    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.

    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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