PS1/2 Can the PS3 do the same lighting effects?

dman777

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I am looking for an unbias answer. On the Xbox360, I have seen games that have neat lighting effects. For instance one game might have it where it looks like the sun is reflecting on the camera lens. For another example, in Need for speed carbon, I like how the lighting effects make it look kinda foggy sometimes. But I only have money for one system and I want to buy a PS3. I haven't seen to many games on display for the PS3, so I was wondering if anyone could tell me....can PS3 do the lighting effects as good as the Xbox360 can?
 

legendofphil

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In theory both cards are very similar, with the PS3 card (in theory) being slightly more powerful.

Both cards support HDR lighting and some advance particle effects and so far games have been graphically very similar on both systems, with the PS3 lagging behind in frame rate.
 

cenotaph

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The PS3 can do some really amazing lighting, a lot of it thanks to the Cell processor which allows for developers to easily offload lighting calculations from the GPU. Killzone 2 does this I believe and it looks fucking amazing.

Lighting is something you should never underestimate. It has made many games for me. I don't care that much for elaborate textures, just give me atmospheric lighting.
 

dman777

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I noticed that about the frame rate. The games on the Xbox 360 have a lightly more smoother look in motion. Why doesn't the PS3 have that? I know the Ps3 has a stronger graphics card but does it have a strong processor?
 

Jiggah

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Because the developers are freaking lazy. There is no reason that a game for the PS3 should be running at half the framerates as the 360. If you take a look at most of the EA games for the 360/PS3, you find that they run 60 on the 360 while running only 30 on the PS3.

A lot of the 360 games are also running using MS DirectX APIs, which makes it easy for Windows porting. The PS3 is running on OpenGL, which makes converting between game consoles a hassle. Most of the games that have come out have all been developed on the 360 beforehand and then ported to the PS3.

So, can the PS3 do the same lighting, YES! Do the developers take the time to tap that magic from the PS3, NO!
 

legendofphil

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Within a year there could be an even bigger gap between the 360/Wii sales and the PS3 sales and EA (and other devs) won't have any incentive to make high quality ports because it costs money. Same thing happened towards the end with the Gamecube, although games looked slightly better than the PS2 version they didn't look as good as they could have been.

EA have already said they want a unified console gaming system.

If sales of the PS3 pick up (ie, to a price that is actually low) this would probably change.

Some devs have blamed the PS3 for being a bitch to make games on, which is understandable. I have a friend who works at EA as a programmer on PS3 projects and he was saying, if he doesn't know what to do there isn't anyone to ask for help cause no one knows.
 

cenotaph

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Do you think that will change with in a year?
If you're referring to EA and other port-city developers' games, probably not. They're not really that interested in optimization in order to make things run as smoothly as possible - they'll put enough work into a render path to make it decently usable, but then not bother.

If you're referring to developers who actually care about their products, then yeah, as the PS3 gains momentum and developers get more acquainted with its architecture games are likely to start looking and running better. Mind you, some the first generation Xbox 360 titles (notably Perfect Dark Zero, Project Gotham Racing 3) do not run at 720p but are upscaled internally, most likely 'cause the developers couldn't get them stable at native 720p output.
 

dman777

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I went to the video game store today and checked out Skate on the Xbox 360. In the reviews, they said that Skate had frame rate issues on the PS3. I haven't seen the PS3 version. But when I was checking out the Xbox 360 version of Skate I still saw some frame rate issues.
 

Chevreuse

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Not only Skate but also other (third-party) games that have framerate issues.

In theory, the PS3 is supposedly more powerful than the 360 let alone the cell. The real problem with the PS3 is that because coding it is hard. Developers are having a hard time with PS3 that's why if you would compare most of the games that are present in the 360 and PS3, the PS3 will run on a lower resolution, have less shaders and fewer framerates.

Sony isn't funding third-party developers money to code the PS3, those programmers are rather forced to code on the PS3.

Just give the PS3 some time and it'll even surpass the 360.
 

dman777

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Well, what I am wondering is...though... is the memory. If frame rate issues are a big problem with the PS3 and the PS3 only has 256MB of ram, this could be a great bottle neck. Yes, the ram is Rambus and super fast, but what good is it if it still isn't enough memory? I am wondering if this is why PS3 is having frame rate issues. I'd rather buy a PS3 but I'm not sure if it is physically possible to get rid of the frame rate issues with such little ram.
 

cubin'

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Well, what I am wondering is...though... is the memory. If frame rate issues are a big problem with the PS3 and the PS3 only has 256MB of ram, this could be a great bottle neck. Yes, the ram is Rambus and super fast, but what good is it if it still isn't enough memory? I am wondering if this is why PS3 is having frame rate issues. I'd rather buy a PS3 but I'm not sure if it is physically possible to get rid of the frame rate issues with such little ram.

That could be part of it but it's very possible for games to run the same or better than on the 360. As people above me have said the PS3 is difficult to program for and some companies don't want to waste their time on it because they won't sell as many copies as they do on 360 and Wii.
 

cenotaph

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If you guys didn't catch this a few days ago, this blogpost by a former Harmonix (of Guitar Hero fame) developer might interest you re: PS3/360 and supposedly "difficult" development. Though, you should probably consider this as well before taking they guy's statements for facts.
 

ZeWarrior

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Well, what I am wondering is...though... is the memory. If frame rate issues are a big problem with the PS3 and the PS3 only has 256MB of ram, this could be a great bottle neck. Yes, the ram is Rambus and super fast, but what good is it if it still isn't enough memory? I am wondering if this is why PS3 is having frame rate issues. I'd rather buy a PS3 but I'm not sure if it is physically possible to get rid of the frame rate issues with such little ram.
It has 512MB of Memory Total. 256 for the system and 256 for the GPU. The Same with the 360 it has 512MB shared with the GPU and CPU but the maximum each one can take is 256 so it's equal to the ps3
 

Chevreuse

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If you guys didn't catch this a few days ago, this blogpost by a former Harmonix (of Guitar Hero fame) developer might interest you re: PS3/360 and supposedly "difficult" development. Though, you should probably consider this as well before taking they guy's statements for facts.
That statement was already implied by many developers some time ago but he just summed it all up. His statement pretty much sums up about the PS3.
 

Golds

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i love my ps3
what they dont tell you is you can set up a media server on windows media player and stream all of your music, pictures, video to your ps3 to watch it on a TV.
there is a downfall on ps3 store content, that will be fixed with hd movies

the 360 has the red ring of death error, which m$ has already said they wont bother fixing it cause it will cost to much money, so if you get a 360 expect it to break at some point and you'll have to send it off to get fixed.

eventually all 3rd party games will be multi platform, so i'm not to picky on that

time crisis 4 (with gun) is ps3 exclusive.
 

mflo

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Muahaha, I can do the same thing as the PS3 and 360 by walking outside and staring at the sun with my glasses on
ohmy.gif

haha, just joking around.
smile.gif
 

Xbox360

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In theory both cards are very similar, with the PS3 card (in theory) being slightly more powerful.

Both cards support HDR lighting and some advance particle effects and so far games have been graphically very similar on both systems, with the PS3 lagging behind in frame rate.


That's a myth, well, a lie to be exact.


QUOTEGPU Transistor Count
PS3 - RSX transistor count: 300.2 million transistors
Xbox 360 - Xenos transistor count: 337 million (232 million parent die+105 million EDRAM daughter die)

GPU clock
Xbox 360 - Xenos clocked at 500 Mhz
PS3 - RSX clocked at 500 MHz

GPU video memory
Xbox 360 - Xenos: 512 MB of 700 Mhz GDDR3 VRAM on a 128-bit bus
Xbox 360 - Xenos: 10 MB daughter Embedded DRAM as framebuffer (32GB/s bus, multiplied by 8 thanks to multisampling unpacking for an effective bandwidth of 256 MB/s, the internal eDRAM bandwidth)
PS3 - RSX: 256 MB GDDR3 VRAM clocked at 700 Mhz on a 128-bit bus
PS3 - RSX: 256 MB of Rambus XDR DRAM via Cell (with latency penalty)

Triangle Setup
Xbox 360 - 500 Million Triangles/sec
PS3 - 275 Million Triangles/sec

Vertex Shader Processing
Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)
Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)
Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)
Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)
PS3 - 1.1 Billion Vertices/sec (if all 8 Vertex Pipelines remain)
PS3 - 0.825 Billion Vertices/sec (if downgraded to 6 Vertex Pipelines)

Filtered Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 13.2 Billion Texels/sec (if all 24 Pixel Pipelines remain)
PS3 - 11.0 Billion Texels/sec (if downgraded to 20 Pixel Pipelines)

Vertex Texture Fetch
Xbox 360 - 8.0 Billion Texels/sec
PS3 - 4.4 Billion Texels/sec (if all 8 Vertex Pipelines remain)
PS3 - 3.3 Billion Texels/sec (if downgraded to 6 Vertex Pipelines)

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 17.6 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
PS3 - 13.2 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

Pixel Shader Processing without Textures (Pixel ALU x Clock)
Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)
Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)
Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)
Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)
PS3 - 26.4 Billion Pixels/sec (if all 24 Pixel Pipelines remain)
PS3 - 22.0 Billion Pixels/sec (if downgraded to 20 Pixel Pipelines)

Multisampled Fill Rate
Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)
PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

Pixel Fill Rate with 4x Multisampled Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)
PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

Pixel Fill Rate without Anti-Aliasing
Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)
PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

Frame Buffer Bandwidth
Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)
PS3 - 22.4 GB/sec (shared with other graphics data: textures and vertices)
PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)
PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

Texture/Vertex Memory Bandwidth
Xbox 360 - 22.4 GB/sec (shared with CPU)
Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)
Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)
PS3 - 22.4 GB/sec (shared with frame buffer)
PS3 - 12.4 GB/sec (with 10.0 GB/sec subtracted for frame buffer)
PS3 - 10.0 GB/sec (with 12.4 GB/sec subtracted for frame buffer)
PS3 - additional 20.0 GB/sec when reading from XDR memory (with latency penalty)

Shader Model
Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture
PS3 - Shader Model 3.0 / Discrete Shader Architecture

Xenos (360) > RSX (PS3)

Now, then you have to factor in that the 360 gets 2xAA straight from it's GPU, no matter what game or how it's developed because it's Hardware Emulated, though 4xAA has to be Software Emulated. Now, the PS3 has to Software Emulate both, as opposed to the 360.

And on topic, no, the PS3 cannot, it's obvious I seem like a huge 360 fanboy, but just look at Halo 3 as a prime example. It uses both a High and Low HDR Lighting Effect Engine, two running at the same time, where the PS3 has failed to be on par with the 360's HDR when it was using just one engine in games.

Also, that "360 had one more year" argument is nul, remember the PS3 ws meant to be released at the same time as the 360, but was delayed for that one year. While they were waiting to finish shoving in BluRay they could of easily looked over what the 360 was doing and added something useful in.
 

Gitaroo

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the most impressive HDR I have seen so far is Crysis SP demo, which was much more impressive than Halo 3 even in DX9 mode. The kind of lighting can be produce in any SM3.0 capable card so I don't see any reason why the RSX can't do it since it is a 7800 based core.
 
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