When the PlayStation 2 came out, one unique characteristic of that system was that the screen fill rate was very fast. Even looking back now, it’s very fast. In some cases, it’s faster than the PS3. There, we were able to use a lot of textures. It was able to do that read-modify-write, where it reads the screen, you take the screenshot, and you modify it and send it back. It could do that very quickly.
“I don’t know if anybody remembers, but when the PS2 first came out, the first thing I did on that was a demo for the announcement. I showed a demo of GT3 that showed the Seattle course at sunset with the heat rising off the ground and shimmering. You can’t re-create that heat haze effect on the PS3 because the read-modify-write just isn’t as fast as when we were using the PS2. There are things like that. Another reason is because of the transition to full HD.
PS2 跟 X360 的 frame buffer 都是 eDRAM,比較適合alpha blending 所需要的記憶體操作,PS3 則否
360有個10MB大的eDRAM,頻寬256GB/s,使得alpha blending幾乎是免費的,所以ZOE HD的X360版帧数要好于PS3版
顯示記憶體頻寬
PS2 2560bit 48GB/s
PS3 128bit 22.4GB/s
解析度
PS2 480P
PS3 720P
alpha blending沒針對PS3最佳化的話, 效能會輸是正常的
原帖由 @阿森纳 于 2013-8-18 09:00 发表
看来GT6也就能比GT5多这个热浪效果了~:D
原帖由 kanewalk 于 2013-8-18 09:40 发表
是不是PS3,X360可以用更有效率的方法实现这种效果,比如shader编程,但konami还是用PS2时期比较老的技术,本来GPU设计上肯定是过时淘汰的东西就要尽可能精简或丢弃,就像DX7的硬件T&L单元,DX8时代就被可编程的VS单 ...
原帖由 @阿森纳 于 2013-8-18 09:00 发表
看来GT6也就能比GT5多这个热浪效果了~:D
原帖由 @mitsuna 于 2013-8-18 20:58 发表
这是假话,明明在06年的GT5p就做出热浪了,现在为了顾及狗屁3d当然做不出
原帖由 chenke 于 2013-8-18 21:50 发表
有gt5p视频印证下吗?没印象了
另外想起一个例子,MGS2开头船上雨雾场景在XBOX上卡成翔,PS2上流畅无比,
当然也可以说Konami程序员要么水平不行要么懒得针对XBOX作优化。
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