Quote: "I\'ve said this before in another thread... when the contracts were first written up for SNES-CD, Nintendo should have actually read them and agreed to them before signing them. Instead, they didn\'t read them, and a year later they found themselves backing out of the deal with Sony and running for Phillips (Wiki, best I could come up with in a limited period of time). Sony never backed out of the deal, Nintendo did. But none of this had anything to do with CD\'s anyway"
If you\'d bothered to read the article (which is a bit of a gloss over what happened), then you\'d realise that Nintendo didn\'t back out of the deal.. neither did Sony. In-fact what was happening was Sony were trying to gain the full properties of Nintendo titles on the sly in order of establishing the PlayStation (which they had every intention of selling seperately to the SNES-CD) and basically stealing everything that fans loved about Nintendo.
This is post MSX, which Sony had previously used to gain control over Nintendo properties in the PC-Compatible market.
The underhanded dealing of Sony went extremely deep at that point in the companies history; and while I won\'t gloss over the fact that Nintendo also weren\'t that trust-worthy the whole affair is a testiment to how both companies handled bad situations. What we find ourselves in with the HD-Generation is that grudge-match finally coming to it\'s peak. Sony and Nintendo might not be fighting hard here, but in the Asian markets there is a very definate war being waged that Microsoft just aren\'t a part of.
The tactics really haven\'t changed either.
Quote: "With a comment like that, assuming Blu-Ray is going to fail simply because Sony developed it, all it does is downplay all of the other awesome products they create/ invent."
a) Sony did NOT invent BluRay, they merely own the patent on it. BluRay is the 2nd Generation DVD-RAM technology from Panasonic (Matsush*ta); a technology that Nintendo still use. It also is the technology that Sony and Philips forced off the consumer market several years back in favour of DVD-ROM.
b) BluRay will fail not because it\'s a bad product, but because of it\'s costs. This is the same reason Betamax, Minidisc and UMD have. They\'re freaking amazing technologies, but ridiculously expensive to produce en-mass.
It\'s why Cassette superceeded LP, and CD superceeded Cassette. When you can produce more space at the same or less cost, then it becomes a viable alternative for not only the public but business as well.
Apart from anything else, right now BluRay is still too young for market. It\'s extremely slow compared to HD-DVD and the space on-discs just won\'t be used for most titles because it isn\'t needed. Partly for cross-platform reasons, but also to keep costs down.
It\'s cheaper to produce something like 25 DVDs over 1 BluRay. Business\' just won\'t be willing to cut that deep into profits for a lil more space that right now just won\'t be used even close to fully. We\'re just about using up the 9.2GB on standard DVDs, and now BluRay offers 25-50GB which just won\'t be used. There\'s only so much content that can be created within standard game development pipelines and also only so much the graphics and memory can handle at any given moment. In-all most games don\'t need that much, add to this compression technology is getting much better with support for most older formats now hardware accelerated; again making space a moot point. Especially when you consider loading times can be almost double on BluRay to DVD.
Quote: "All consoles take time to master for developers and until the PS3 and 360 are both pushed to their outer limits, it can\'t be said that either console is better than the other. Until that happens, the arguement should stay on paper. But on paper, the PS3 beats the 360, so I\'m sure no one wants the arguement to happen on paper, hehe."
That depends on how well you can read between the lines.
On paper GeForce GPUs have looked impressive as hell, in practise they often fall slightly short of the competition.
With the Cell processor, this shows where \"on-paper\" is just so highly in-accurate it\'s not even funny. In-fact developing on that architecture is like shooting yourself in both hands before you start to program.
If however you do want to take the \"on-paper\" route.
On-paper, the Xbox 360 is built and works like a console. The Playstation 3 however is build like Personal Computer.
From a developer point of view, there is no competition to which console is actually superior; and that\'s the Xbox 360. It\'s hardware is all designed to work together within a shared environment to make sure there is very little overhead; and that the console produces performance greater than the sum of it\'s parts. That is what a console is suppose to do.
The GPU in the 360 is basically an X1800 which are quite slow compared to the newer X1900 chips that were released later; but because it doubles as the NorthBridge (aka Controller Chipset) this means it directly accesses both memory and processor. This cuts down bandwidth issues; add to this it has dedicated buffers on-die to handle the output meaning that AntiAliasing and multiple draw pipelines can output without taking up valueable system memory as they\'re constructed as-needed not per loop then copied between system and video memory.
We also need to take into account a number of facts with both systems. Xbox 360 still runs a modified Windows 2000 Kernel, utilising the exact same technologies Windows for x86 does; only cut-down to what is needed rather than what might be used.
The overhead on Windows for games usually is between 15-25% (even in the background) on the 360 it\'s <8% at any given time, running in it\'s own processor thread which still leaves most of the processor free anyway so it could just happily run on the background without any problems. The driver set again is identical to Windows only optimised for a single GPU, this makes it more stable and quicker than it\'s Windows counter-part.
Now if we look at the Playstation 3, it\'s GPU has lots (256MB) of dedicated memory; only it has to transfer data through a seperate northbridge.. which is stored via the system memory. So it\'s possible to have 2 instances of the same data amount. Like you get on a PC. What is possibly more important about this fact is that both systems have the same amount of Memory (512MB total) however the difference in internal design is aparent by the fact the PS3 can\'t handle as much data as the 360 can due to the fact that not only is streaming more difficult to do without creating copies of files but that there\'s more steps to take to achieve it.
Without the OS itself providing the support to stream data, something the present set-up really doesn\'t lend itself to... data movement and storage is slower and more bloated.
Which it is, I mean my biggest complain when I worked on the PS3 was quite simply there isn\'t enough memory to do what you want. It\'s like a Ford GT, the engine and power is awesome with that car.. problems appear when you want to turn the damn thing and the fact that a full tank of gas only gets yo a few miles before needing to stop and refuel. That really examplifies my point here between the consoles.
The 360 might not have the brute power the Playstation 3 does, but because of it\'s design it can utilise what it has better. This problem is extremely apparent in the Cell processor.
I\'ve heard a couple of developers talk about \"how much more power it has we have to unlock\", which is bullcrap. One of the biggest limiting factors in the Cell is that it\'s not a true multi-core processor. At it\'s heart there is a 64-bit PowerPC @ 3.2GHz, which is great.. only you don\'t get to use that much. Because it\'s there to control the SPEs.
Now I\'ll quickly cover what an SPE actually is; it\'s an acronym for \"Synergistic Processing Unit\", which for those wondering; no Synergistic is not a word.. it\'s something Sony/IBM have invented just to make it sound cool. I\'d also like to point out that really the word Processing also is a stretch here.
The SPE is effectively just a calculator, and fairly limiting too.
You can Add, Subtract, Divide, Multiply, SquareRoot and Dot Product. each SPE comprises of 4x 32-bit SIMD Registers, which allows you to hold up to 128x128bit RegisterFile; (basically queueing for 128 register ops)
Now this is valid per SPE, it\'s basically like a todo list.. so to speak. What gets slightly confusing is that the SPEs talk to each other; utilising the CPU. So they can schedule where data is best kept and run, or offloading extra instructions another has.
This is part 1 of why it\'s a pain in the arse to develop for, because most of what happens is behind the scenes out of developer control. Now the next issue is they provide ZERO branching, after all they\'re just math units like Writek, AltiVec or SSE. They don\'t actually process anything except a sum. So while yeah you can do some cool mathematics quickly you still have to then use the main processor (which is a single core, single threaded processor) to the do the logic.
So now you should have a little better understanding to how it works, but here\'s the kicker. The PS3 SPEs have 64KB memory each... keep in mind the SPE is designed to hold 128x128b(16B) in order to reach their peak performance which Sony claimed of 14GFlops they would need atleast 2MB. Sony for the PS3 have limited them to 4 Operations Per Cycle out of the 128 it was designed to do.
As I said, Memory is one of the biggest issues I have with Playstation 3 development; but more so because what Sony claim the tech can do.. if it was default hardware working solo then yes it might reach what they claimed. As it is though, it is budget hardware that relies alot on each other just to achieve most of what they can do on their own.
Combine this with the fact that while the actual hardware inside both machines for all intended purposes is fairly equal in terms of computing power; Windows with ATI Direct3D, will outperform Linux with NVIDIA OpenGL any day of the week on the same title.
Why this is, I have no idea.. as both developers are in their elements with a given API; but I\'ve never been able to personally achieve better performance doing the exact same tasks in OpenGL on Linux as I have with OpenGL on Windows; and more to the point OpenGL just hasn\'t been as quick as Direct3D in a good few years since 9 was released.
If you want to argue about on paper, and the facts of the hardware then fine. I can give you so many examples of where the Playstation 3 fails as a console period; this excludes my own personal bad experience with this console that never ceases to amaze me what else it can do to disappoint me.