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Frontliner schrieb:

Frontliner schrieb:Uchiha Sasuke schrieb:Frontliner schrieb:und die vergangenheit hat oft genug gezeigt, dass die final kits nicht viel stärker sind als die ersten dev kits, wäre ja sonst sinnlos darauf zu entwickeln
ich kann mich noch an die X360 Kits erinnern die mit ca. 30% der gesamten Leistungsfähigkeit der Finals liefen.
Und noch was, wieso denkste das ausgerechnet EPIC viel Ahnung von dem Revo haben sollte?
Wenn überhaupt können Entwickler wie Capcom,SE,Koname oder BigN selbst etwas dazu sagen, weil diese von BigN eher unterstützt werden was Gamesentwicklung angeht als EPIC.
aber selbst auf den kits die nur 30% der xbox 360 ausgemacht haben, lief die UE3.
epic kennt sicherlich mind. die specs des dev. kits. kann mir nicht vorstellen das sie es nicht wissen würden. ich habe aber immer noch keinen plausiblen grund dafür erhalten wieso die ue3 engine nicht auf den revo kommt? bzw. einen anderen als die leistungsfähigket, weils keinen gibt imo
http://blogs.ign.com/Matt-IGN
Tonight
Heads up, bloggers: I'll be posting some more detailed Revolution tech specs with tonight's IGN Revolution update. Very current, trusted, 100% legit info from extremely reliable sources.
Insiders stress that Revolution runs on an extension of the Gekko and Flipper architectures that powered GameCube, which is why studios who worked on GCN will have no problem making the transition to the new machine, they say. IBM's "Broadway" CPU is clocked at 729MHz, according to updated Nintendo documentation. By comparison, GameCube's Gekko CPU ran at 485MHz. The original Xbox's CPU was clocked at 733MHz. Meanwhile, Xbox 360 runs three symmetrical cores at 3.2GHz.
Nintendo's Revolution console, as seen on-display at the Game Developers Conference 2006
Clearly, numbers don't mean everything, but on paper Revolution's CPU falls performance-wise somewhere well beyond GameCube and just shy of the original Xbox. However, it's important to remember that the CPU is only one part of the equation.
Revolution's ATI-provided "Hollywood" GPU clocks in at 243MHz. By comparison, GameCube's GPU ran at 162MHz, while the GPU on the original Xbox was clocked at 233MHz. Sources we spoke with suggest that it is unlikely the GPU will feature any added shaders, as has been speculated.
"The 'Hollywood' is a large-scale integrated chip that includes the GPU, DSP, I/O bridge and 3MBs of texture memory," a studio source told us.
The overall system memory numbers we reported last December have not greatly fluctuated, but new clarifications have surfaced. Revolution will operate using 24MBs of "main" 1T-SRAM. It will additionally boast 64MBs of "external" 1T-SRAM. That brings the total number of system RAM up to 88MBs, not including the 3MB texture buffer on the GPU. By comparison, GameCube featured 40MBs of RAM not counting the GPU's on-board 3MBs. The original Xbox included 64MBs total RAM. Xbox 360 and PlayStation 3 operate on 512MBs of RAM.
It is not known if the 14MBs of extra D-RAM we reported on last December are in the current Revolution specifications.
"The external RAM can be accessed as quickly as the main RAM, which is a nice touch," a developer we spoke with alleged.
Well, the Revolution is a very different platform, and we've actually just seen some things behind closed doors that are just mind-blowing (...)
Crash schrieb:ICh glaub nicht, dass Iwata so eine kleine Verbesserung damit gemeint hat![]()
