DarthGogeta
L16: Sensei
Nur so als Frage von denen die sagen das sei Müll usw. Wieviele von euch haben ein HDTV-fähigen Apparat?
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am besten fragst das im januar 06 nochmaDarthGogeta schrieb:Nur so als Frage von denen die sagen das sei Müll usw. Wieviele von euch haben ein HDTV-fähigen Apparat?
Nur so als Frage von denen die sagen das sei Müll usw. Wieviele von euch haben ein HDTV-fähigen Apparat?
Kalapaso schrieb:Nur so als Frage von denen die sagen das sei Müll usw. Wieviele von euch haben ein HDTV-fähigen Apparat?
Nun ich habe vor die spiele mit einem 19er TFT in HD zu spielen, kommt mir schlussendlich billiger, und ich kann den Monitor dann auch für meinen pc benutzen.
Ich schätze mal, deine Frage war eher ne Falle, um den Nrev in schutz zu nehmen![]()
ich schon/ajk schrieb:Ich will auch einen HDTV Fernseher, aber ich zahle sicherlich nicht 2000 Franken dafür.. Und das sind die günstigsten Preise in einem halben Jahr..
also ausgereift ist die hdtv technik schon, nur sind die geräte noch zu teuer./ajk schrieb:Nene ich finde es schon doof wegen keinen HDTV, aber andererseits ist es noch nicht ganz reif.
ich versteh einfach nicht warum die spieleentwicklung durch hdtv plötzlich teurer werden soll./ajk schrieb:Ich kann die Entscheidung verstehen. -> Teurer für Kunden -> Teurer für Entwickler -> Teurer für Nintendo. = = Kein Nutzen außer als Spec für Angeberthreads.. Und als "Argument" für Leute wie Zocker..
kazriko
ATI and Microsoft have really been spinning the idea that "8 cores is harder to program than 3 cores." It just goes to show you how little they want you to understand the Cell architecture. The problem with this notion is that the 3 cores on the Xbox are Symmetric Multiprocessors. The ones on the PS3 are Asymmetric Multiprocessors. Traditionally it's been SMP that has been hardest to program games in. Dozens of game consoles throughout history have used AMP to speed their systems up so the concepts of programming games this way are not untried and unproven like they are with SMP. (The only SMP game I know of is Quake 3 Arena, in fact.)
Here's some text I threw together in another forum about how the PS3 8-core arch is more natural for game programming and more tested as well.
I've addressed this before. Writing for 3 Symmetric cores is MUCH harder than writing for one CPU with 8 Pipelined vector like the PS3 has. Not to mention that it is an extension of the already Tried, tested, and proven PS2 architecture in this regard. The PS2 had 32 MB of Ram sitting next to the Emotion Engine chip with 2 Vector processing units in a pipeline from the Emotion Engine terminating at the Graphics Synth chip which had 2 Megabytes of ram. The PS2 used these vector units to greatly enhance the performance of its mostly lackluster GPU. This is how it managed to mostly keep pace with the gamecube and Xbox in graphics with a GPU that was vastly inferior. The GPU race at WORST is likely to leave sony only slightly behind in this generation compared to HUGELY behind like the last generation. This is why Sony is contracting out the GPU this generation rather than trying to build it themselves. Last time their competitors used expert GPU companies and ended up with something greater than 6 times as powerful as their home-built GPU. If it weren't for PS2's pipelined multiprocessor architecture propping up its shoddy GPU, it would have probably lost that generation entirely.
The RAM for the PS3 is sitting at one end of the Cell chip directly connected to the PowerPC main core. There are 4 data paths going each direction from the PS3 to the SPE cores, 2 paths in each direction per set of 4 SPE cores. At the other end of the SPE bus is the GPU bus that is twice the speed of the PS3 to RAM bus on the other end. This is basically the same architecture as the PS2 except kicked up by a huge factor and made much easier to program. The GPU also has 128 times as much ram, alleviating the main complaint early in the PS2's life cycle about how hard it was to develop because of the requirement to constantly stream textures to the GPU.
No matter how much the Xbox's GPU beats the PS3's GPU, if it even does after we get the final specs for it from Nvidia, the Cell is going to be able to push that much more power over to it as needed. The programmer can dedicate 0 of the cores to GPU preprocessing and save them for things like physics engines and AI, or he could dedicate ALL of the cores to GPU preprocessing. The other thing to remember is that the Xbox360 only has 3 pipelines that are capable of SIMD (Single instruction multiple data, like 3dnow, MMX, SSE, Altavec, VPU, etc.) while the PS3 has 16 SIMD pipelines. Only 8 of these are actually used for computation though, so the other 8 pipelines exist solely to increase the efficiency of the first 8 by doing their data fetching and loading for them. The SPEs can directly load their own instructions and they have DMAs on their interconnect bus for quickly retrieving program code Apulets from the main processor's L2 cache. The Xbox360 on the other hand requires the main processor to load data and instructions directly into the Altavec Coprocessor, reducing its efficiency for general purpose processing when doing SIMD tasks. The first generation titles may be slightly lower quality than the Xbox360, but by the 3rd generation of software the Xbox 360 is going to look like a child's plaything.
thxFrenck schrieb:http://www.beyond3d.com/articles/xenos/
mia.max schrieb:thxFrenck schrieb:http://www.beyond3d.com/articles/xenos/
guter artikel, den kannte ich noch gar nicht.
guck ma oben rechts beim text... dort steht: 13 June 2004Frenck schrieb:Ist ja auch neu, glänzt sogar noch.mia.max schrieb:thxFrenck schrieb:http://www.beyond3d.com/articles/xenos/
guter artikel, den kannte ich noch gar nicht.