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Xbox 360 vs. Playstation 3 vs. Revolution [Deel 3]

Discussie in 'Xbox Hardware' gestart door Goiz, 2 jan 2006.

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  1. freakyoliver

    freakyoliver ps360

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    jpr ik ben geen fanboy want ik heb zowel de ps2 de gamecube de xbox en de xbox360.

    in de toekomst zal ik de overige 2 ook kopen maar ik kan niet tegen al dat fanboy gedoe dan begin ik de xbox360 te verdidigen.

    ik nog mensen die zo'n mening hebben zoals de gebande BOSS
     
  2. Fardo

    Fardo Well-Known Member

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    Wat is Boss gebaned .... waarom :eek:
     
  3. Goiz

    Goiz XBW.nl VIP XBW.nl VIP

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    Boss is even gebanned. Waarschuwing na waarschuwing geweest in dit (en Blu-ray vs HD DVD) topic om het ff netjes en zonder geflame te houden. Toch ging hij nog even door.

    //Hij is inmiddels alweer unbanned btw..
     
    Laatst bewerkt: 12 jan 2006
  4. JeePee

    JeePee Guest

    Nee, ik zeg ook niet dat jij een fanboy bent. Maar ik ken je probleem. Op dit forum lijk ik veel meer fanboy dan ik werkelijk ben, en dat komt mede door Plasticman NL en M4ST3RBOY. Hun zijn zó pro-Xbox dat ik de PS3 gewoon ga verdedigen.


    Jep. Waarom weet ik niet. Hij liep een beetje te flamen. Ik vind het zelf ook belachelijk dat Boss en Tecnomic (allebei meer voor de PS3 dan voor de 360) gebanned zijn, en dat de 2 hierboven genoemde Xbox fanboys nog 'vrij rondlopen', terwijl die in mijn mening veel minder informatie posten, en veel minder objectief zijn dan Boss. Maar het kan aan mij liggen...

    @ jordideboer,
    nl.playstation.com/users/forum.jhtml
    nl.playstation.com/user/forums.jhtml

    Een van de 2 ;)
     
    Laatst bewerkt door een moderator: 12 jan 2006
  5. freakyoliver

    freakyoliver ps360

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    twas nie terecht dat de boss geband werd hij heeft hier veel respect gekregen van veel mensen en om die persoon te bannen vind ik een schande.

    maar ja moesten de mods eens het echte verhaal weten wat hij aan mij verteld heeft.
    ik versta hem helemaal. The BOSS we miss you.
     
  6. Goiz

    Goiz XBW.nl VIP XBW.nl VIP

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    Dit topic gaat niet over bans dudes ;)

    Ik wil best argumenten geven, maar dan via PM, want daar is dit topic niet voor. :)

    JPRacegamer; jij suggereert nu ongeveer dat de mods ook fanboys zijn omdat de mensen die pro PS3 zijn een ban hebben :{

    Boss was gewoon teveel aan het flamen en Tecnomic was een kloonaccount van iemand. Veder weer on-topic aub.
     
    Laatst bewerkt: 12 jan 2006
  7. freakyoliver

    freakyoliver ps360

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    Ik heb een Q&A sessie gevonden van gamers op een forum die vragen stelden aan een persoon uit het Guerilla development team. (De makers van Killzone). Ik vond het wel interessant om hier te posten, althans IK vond het toch boeiend.

    Het is wel vrij technisch soms, maar bon:


    Vraag:
    Originally Posted by poster
    I know you cant give any specifics on PS3 info that Sony hasnt released yet, but i was wondering: Are you creating the online for KZ3 or is this outfit, http://www.gamesindustry.biz/jobs.ph...=EUROPE&action
    =view&job_id=22257 ? I was wondering because it would be cool ofr you to be able to keep your mind on the game and let them take care of that for you.

    Antwoord:
    GG dev: Nope, all in-house. London offices are making their own games which will be online on PS3. I can't say much, but I will say that Online is going bleeping great.


    Vraag:
    Originally Posted by poster

    Also I just wanted to know if the E3 presentation of Killzone 2 was in real-time or if it was just cg. Because I know a lot of people who say that the video is fake and I really want to prove them wrong.


    Antwoord:
    GG dev:
    As for the E3 presentation, it was not running live on Dev Kits, as the final spec dev kits did not exist for E3. It was created to the specs of the PS3 and represents what we feel is achievable on PS3.


    Vraag:
    Originally Posted by poster

    1 more thing if i may, Will there be any KeyBoard/Mouse support for the next gen KZ???
    That would be great to have the extra accuracy a KB/M allow's


    Antwoord:
    GG dev: Keyboard / Mouse support is a difficult one because of the balancing issues. First, you have to tune the game separately - once for controller and once for keyboard / mouse. Then, you also have the problem of keeping online fair - i.e. not letting the players using keyboard / mouse have an advantage over those using controllers in the same game.
    It's a tricky problem - We do realize it is a requested feature, however we are not committing to anything at this time.


    Vraag:
    Originally Posted by poster

    Question 1. Do you know how you came to "feel" that was achiveable?
    Question 2. If you just looked at theoretical specs, did you take into account that you might not get all of it?
    Question 3. Accept for the uber-high polygon count, you also seem to have effects that would not be achievable in realtime, like the hypervoxel smoke (atleast that's what people say you have in the trailer)
    Question 4. Have you recieved the final devkits? Do you feel confident about it by now?


    Antwoord:
    GG dev: Answer 1. Our experience as game developers
    Answer 2. Yep!
    Answer 3. I've seen some amazing effects done real time by not only Guerrilla but other PS3 dev teams. As these teams continue to push what the PS3 is capable of - then we'll see just what is achievable in real-time.
    Answer 4. Not allowed to answer that one.


    Vraag:
    Originally Posted by poster

    Whats goin on Ferret. I have one for you conserning the vehicles, though I don't believe you can answer it. In the ew game, will there be vehicles in multiplayer? (kind-of like those guys at Zipper did in Socom:cool:


    Antwoord:
    GG dev: Unfortunately, we can't confirm or deny this at this time. However, this is on the official suggestion list.


    Vraag:
    Originally Posted by poster
    How do you feel, personally, about next-gen development? Is it exciting for you as a developer to really unleash what you have always wanted and envisioned?

    Antwoord:
    GG dev: The scale of the whole project has gotten tremendously huge and daunting. The team sizes have grown to such an extend I don't know at least 15 of the people here anymore. During Killzone 1 I knew if someone made a bug in a certain level I could go to the person directly and talk to them about it. I knew immediatly where they sat, what their MSN was and now I don't even know their first names....It is all very exciting and scary at the same time, and the risk-factor for all new games seems to have gone up quite a bit. But the chances for making things that were previously not possible due to hardware limitations is really cool


    Vraag:
    PS2 had very little HARD-WIRED graphical effects and so they had to implemented via the software route in the Emotion Engine, has this learning curve helped you become more efficiant at coding for architectures like the EE ( i.e MULTIPLE CORE ).

    Antwoord:
    GG dev: Well, for KZ1 we had to code a lot for all the cores in the system (R5900, IOP, VU0 and VU1) and we spent a lot of time making sure the communications between the cores was as fast as it could be.

    Now we're working with the Cell chip, which is a whole different ballgame. It's easier in some respect (easier to program for), but it's also a lot more complex, so a lot more cores to keep busy at the same time.

    But in the end, yeah, programming a PS2's EE will give you a leg up programming for multi-core architectures, especially the Cell. Hope that answers your question! If you have any more, shoot!


    Vraag:
    Originally Posted by poster
    So, what I would really like to know is, how does one go about organizing their objects in C++ to utilize the SPEs as efficiently as possible?...We've heard many times that programming for Cell requires one to "think differently" but by the sounds of some of your earlier comments it really seems that programming on the Cell is not quite as daunting as the rumors would have you believe.....Gabe Newell said in an interview on G4 that Naughty Dog was really far along with multithreaded programming. Now that you guys are a part of Sony, have you found it a good experience working with the Devs over at Naughty Dog?

    Antwoord:
    GG dev: More of these low-level questions on the board. Yeesh, are you guys coders, or what?!? I think I have to err on the side of caution here, NDA's and confidentiality with regards to Cell are still quite tricky. Cell is definitively different from anything else. With parallelism people often think 'multithreading'. But how good will it be, running threads on tiny CPU's like the SPU's, really? It works, but it won't be optimal. If you think of it more as a network of small computers sending each other packets of data, it all starts to make a lot more sense.

    We've had some good contact with the devs in Europe off late and we're planning gettothers(personal comment: Ninja Theory maybe? DeanoC or nAo do you know about this?). We haven't had a lot of time yet to meet up with the US devs, but that's underway too. It's all pretty new to us too, we were close to Sony before, but never really part of the group. It's definitely cool being part of the gang, Sony has some really talented people working for them.


    Vraag:
    Originally Posted by poster

    How do you feel about the Killzone PSP title you have been developing?


    Antwoord:
    GG dev: Well, without getting in trouble - I can say that the PSP title is something I'm really excited to be working with the team on. Uh, don't know how much else I can say... Really, really excited!


    Vraag:
    Originally Posted by poster
    One aspect of the Cell (and your game put me on to this with that E3 demo) that really interests me is physics calculations. One thing I'd like work with when I get my PS3 and a GCC compiler or two is some dual precision physics formulas. I wonder if it would be possible to run or store data on another SPE and program a routine for one SPE to reference a location on another SPE? That EIB looks like it has bandwidth to spare for such an operation, but I bet it would have to be massively complex. Real early on when the PS3 was announced with the Cell BE is that SPEs could run applications independantly or in synchronization somehow.


    Antwoord:
    GG dev: I can't tell you much more than you can deduce from the public specs from IBM, but I think you're on the right track. No SPE in the Cell is a slave to the system, so they can all move data around on the EIB. It would be wasteful for one SPE to use memory of another (why would you? each SPE has its own), but for physics you could have different SPEs doing different parts of the world - in parallel. Or you could have a few SPEs doing collision detection and others doing collision response.

    Does that make sense?

    On the massively parallel thing, there are actually developments in that direction. IBM has got something in development, called Octopiler (http://www.research.ibm.com/cellcompiler/compiler.htm), but I have not taken a look at it myself yet. But if you're on the case, you might want to check it out.

    There's also loads of nice articles floating around on the net off late (on Gamasutra and other game-dev sites) about parallel programming, although most of the tend to be on threaded programming and not specifically Cell.


    Vraag:
    Originally Posted by poster

    posted on the Playstation website and some other gaming job websites leads me to believe that Sony is actually going to create a better, more cohesive online service


    Antwoord:
    GG dev: I'm am so treading on the line of NDA here. Um... we as developers are very aware of the features Xbox has for it's online service, and many of these features are things we believe are neccessary for our games. We do 1st party games for Sony, but there are lots of 3rd party developers as well - and these are the folks that Sony Computer Entertainment as a whole has to work with to create any kind of platform-wide system like Xbox has.
    We don't have much insight into what discussions take place with 3rd party developers and publishers - but I can at least say that the SCE World Wide Studios (of which we are a part) is very committed to providing the necessary online features in our future games. We realize the direction online gaming is going, and we very much want to provide these features in our games. How this will come about is not something we can talk about.
    Unfortunately, that's as much as I can say without seriously getting in trouble.

    Vraag:
    1. The EE inside PS2 was used primary as a CPU, But wtih Cell it has the ability to render graphics aswel along side RSX. Does this provide any extra problems, with cache and data confliction between the two chips??

    2. Is there anything you wish that the next generation PS3 had that it does'nt ( besides more power )

    3. Are you guys going to be pushing the whole Cell and RSX rendering relationship, or are you going to wait till PS3 is further in its life cycle??

    4. What do think of Developers that take the easy way out and use third party Dev software instead of creating there own??Do you guys plan on enableing other dev's to use your software??

    Antwoord:
    Okay, here goes (just before I shoot off to work today):

    1. Actually, the EE on the PS2 had vector units we *had* to use for graphics, with Cell you can write to the RSX from any part of Cell, but you don't have to. It's more of an option, so that's cool, it makes it easier. Also, cache and DMA management on the PS2 was very difficult and they've taken another look at that with Cell and made it easier (i.e. Cell does a lot for you that you had to do manually before).

    Btw, that's a really low-level question for a forum-post, good one

    2. There's always wishes, where would we be if we were satisfied.. But no, nothing that springs to mind immediately that's lacking. Of course, MORE and FASTER always sounds good to me.

    3. We'll sure be maxing out the RSX and be pushing a number of SPU's in succession, but it all depends a bit. Sorry, have to be a bit vague there.

    4. Oh, that makes perfect sense for a lot of people, but it's not a thing for Killzone (we like to have something tailored exactly to our needs). We have no plans of licensing our engine out, but one of the cool things about us being acquired by Sony and the World Wide Studios thing is that we can now work much more closely with other 1st party Sony studios (and there are some *really* good Sony studios!).

    //edit;

    [​IMG]

    dit vind ik zeer interressand.
    hdmi.
    usb.
    enz...

    amai das wel een serieus voordeel tov de xbox360
     
    Laatst bewerkt door een moderator: 12 jan 2006
  8. freakyoliver

    freakyoliver ps360

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    oke goiz we vergeten alles en biggen met een schone lei*)
     
  9. JeePee

    JeePee Guest

    Nou nee. Maar het valt me wel op dat er eerder irritaties ontstaan wanneer er iemand pro-sony is dan pro-xbox. Maar dat maakt mij verder niet uit, dit is tenslotte een Xbox site :)

    Dat bericht van Killzone 2 zegt mij niet zoveel. Veel dingen worden niet vrijgegeven, en dat technise onderdeel op het laatst interesseert mij niet zo. Ik ga deze game wel absoluut in de gaten houden. KZ1 vond ik namelijk erg stoer. Maar dit wordt geen launch titel toch? Ik neem aan dat hij net als GT5, MGS4 enz. pas na een half jaar uitkomt ofzo?
     
  10. Goiz

    Goiz XBW.nl VIP XBW.nl VIP

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    Bij mij in elk geval niet hoor.. Ik ben net zo pro Xbox als dat ik pro Playstation ben :cool:

     
  11. geertbargeman

    geertbargeman Kampioen 2018 - 2019

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    + dat dat niet zo heel verwonderlijk is op een xbox site ;) Maar over het algemeen vind ik het fanboy gehalt op xbw wel meevallen tov. andere sites.
     
  12. boss

    boss Stay frosty people!

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    mooi filmpje van ps3(samenvatting):
    http://www.freewebs.com/servertje/PS3focus.wmv
    (beste is dat je rechtermuisknop, opslaan als doet,...)

    Iets minder voor ps3(dat denk vice president van take two toch,maar ik denk wel dat hij gelijk gaat hebben, is ook wel normaal, gaat snel uitverkocht zijn...)
     
  13. geertbargeman

    geertbargeman Kampioen 2018 - 2019

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    Volgens mij doet je link het niet :eek:
     
  14. boss

    boss Stay frosty people!

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    Damn, raar, ik had het filmpje daarstraks afgehaalt van www.ps3focus.nl , echt een mooi filmpje,maar ik heb gelezen dat er veel zijn die problemen hebben met het filmpje, ga eens naar www.ps3focus.nl , en probeer hem via daar eens te downen,anuwel dat geen verschil maakt...
    (maar je hebt toch rechtermuisknop opslaan als gedaan he?)
     
  15. geertbargeman

    geertbargeman Kampioen 2018 - 2019

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    Dan download ie de pagina in .html bestand :)

    edit:/ Is het bestand er niet vanaf gehaald? Zowel in IE als in Firefox krijg ik 404 page not found error :mad:
     
    Laatst bewerkt: 12 jan 2006
  16. boss

    boss Stay frosty people!

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    Mm, ik weet dat ze het bestand gingen veranderen voor optimaal van het filmpje te kunnen genieten, mss dat je daarom nu het filmpje niet kan downen, in ieder geval, zodra ik zie dat er een ander bestand in de plaats is, post ik het hier. Maar ik vind het wel spijtig dat je het niet kan zien, echt een mooi filmpje,maar ze zullen het filmpje aan het updaten zijn...(?)
     
  17. geertbargeman

    geertbargeman Kampioen 2018 - 2019

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    Kan een mogelijkheid zijn. Voor mooie filmpjes mogen ze me wakker maken :)
     
  18. boss

    boss Stay frosty people!

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    Blijf maar een tijdje wakker,want hier is het filmpje(klikken en je kan het rechtstreeks zien!)

    http://www.armywars.nl/PS3focus.wmv

    !!!
     
    Laatst bewerkt: 12 jan 2006
  19. geertbargeman

    geertbargeman Kampioen 2018 - 2019

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    Hij doet het :9
    commentaar volgt :)
     
  20. boss

    boss Stay frosty people!

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    Oke, dat is goed:), ik vond persoonlijk de filmsountracks enorm mooi in dit filmpje, het filmpje zelf was ook mooi in elkaar gestoken:).
    ps: Ik zie dat je king kong voor de 360 hebt, ruil je die niet?
     
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