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#3 |
Special Member
Jan 2008
Windsor, Ontario
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#4 |
Blu-ray Duke
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I'd say the biggest problem with the design of the PS3 was the lack of a unified memory architecture. I think this has been the biggest road block for developers. Really, I don't see why for the PS4 Sony couldn't just include a faster Cell processer, an updated NVIDIA graphics chip, and an absolute CRAP LOAD of unified memory. That should be more than enough for the next generation of hardware.
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#6 |
Special Member
Jan 2008
Windsor, Ontario
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Ya, but doesn't that come at a read/write speed cost? I can't seem to find anything about Cell/RSX read/write speed to VRAM/RAM.
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#7 | |
Blu-ray Samurai
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RSX Read 15.5GB/s 22.4GB/s RSX Write 10.6GB/s 22.4GB/s Cell Read 16.8GB/s 16MB/s Cell Write 24.9GB/s 4GB/s There is not much of a good reason for Cell to read from GDDR3 memory, hence the VERY low speed. For the unified memory people, that's a read/write speed of over 35GB/s for the RSX BECAUSE OF split memory pool. The other console only has a max of just over 22GB/s for the GPU BECAUSE OF unified memory. eDRAM memory can't really be counted because it's just "scratch" memory. It can't store anything for later use. Split memory pools might be part of the reason true stereoscopic 3D is possible on the PS3. Last edited by Ascended_Saiyan; 07-07-2010 at 05:49 AM. |
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#8 | |
Blu-ray Duke
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I wasn't questioning the PS3's graphical "prowess" because of it. I was simply saying that I THINK that the lack of unified memory has been the main culprit behind developers complaining about PS3 complexity, that's all. |
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#9 |
Blu-ray Samurai
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That's cool, but it's not, though. PCs use split pools of memory as well.
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#11 | |
Blu-ray Samurai
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However, now, I believe coding for the Cell is just as easy for 1st/2nd party developers as it is for any developer for the other console. |
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#12 |
Active Member
Feb 2007
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Just put in 25,000 GBs of memory ,10,000 GB HDD along with a 50 million speed cell processor and call it a day for PS4.
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#13 |
Special Member
Jan 2008
Windsor, Ontario
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#14 |
Blu-ray Guru
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“I’m spending more time on the hardware platform,” Yoshida added, “connecting hardware guys to developers. That’s my major role now, and Move is one of those new ways of developing platforms.”
The Wii controller scheme could be left behind though. I can't imagine how many games will be tainted with this development. Anyway, I'm excited for the PS4 as well as every other console that comes out next gen. ![]() |
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#15 | |
Special Member
Jan 2008
Windsor, Ontario
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#16 |
Special Member
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What they should do with the PS4 is stick with the cell type processor now that the industry has gotten used to programming for it. Obviously they would need to increase the speed of the processor by a lot for a next gen system (especially if we're gonna see full 1080p 3D games as the standard). Also, the GPU will need to be bolstered to whatever is top of the line at the time and they will need to boost the amount of RAM, maybe to 2 GB. Still keep a built in Hard Drive, use Blu-ray or maybe BDXL (the new standard that can hold up to 128 GB per disc) for the games, built in Wireless N or whatever the newest standard is. Use Bluetooth for the controllers and other peripherals. What they should also do is include 2 types of controllers with each system, one Dualshock type controller, and one Move type. That way each game can use both if they want or devs can specifically program for one type over the other if they so wish because every system will have both types. Then you get the casual market with the motion controls and the lazy hardcore gamers (aka, US
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#17 |
Blu-ray Guru
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I meant it as, they develop a MGS game for the PS4, and instead of the dual shock controller, they decide to use the Move controller as the primary device. I'm just not interested in that type of medium when playing video games. Leave the motion control to a minimum.
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#18 | |
Special Member
Jan 2008
Windsor, Ontario
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#19 | |
Blu-ray Samurai
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