E
El Diego
Guest
You blown away by the PS3 DJ? I played it again last night and think it's the most overrated console in gaming history. I am putting mine on ebay.
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What you think of the graphics on the PS3 DJ/Diego? Worse than/just as good as/better than XBOX 360?
The PS3 pad is awful.
Graphics to be honest are exactly the same on the games I have played on which are also on the xbox 360. The only difference I noticed was in MLB2K7, the graphics seemed more Rough Round The edges on PS3 more Jaggies present than on Xbox 360 which seemed smoother.
Dj
It´s a PS3 only specialised tool, not for multiplatform.
Including Animation System, Geometry Processing, Compression, GCM Replay. This tool is free for all PS3 developer, it incuding a lot of SPURS.
SPURS is a pre made task for SPE, you only have to give certain parameters then it will run in SPE by itself. It´s a very powerfull tool for PS3 games, if you don´ know how to programme SPE.
OK start with Animation system, it´s for character or 3D onject movement. Basically this is done in 4 blocks, gam logic, bending tree (list of joint displacement), Low level Operation Generation, Low level Operation execution. Due to the better use of SPE now it´s possible to run the last 2 block on SPE. So SPE can generate it´s own code and run the code. Since low level code is generate real time, no static coordinate is required, also by putting most of the processing weight on SPE, speed up the process.
Geometry System, using a new VOC that´s optimised for RSX, the new SDK allows 85% more compression in vertex, with same memory size it will be able to generate 6.5 times more triangles.
They also gain performance using SPE to do skinning (shadow mapping). Cut all the crap of how i works, basically using this new tool, with just a single SPU PS3 can generate 800,000 polygon 60FPS, that´s 48 million polygon per second, approx 580 million vertex. And that´s including 60% culling, which is a very realistic number for most game use.
The demo showed a real time generation of PS3 without any help from RSX. With the new Edge tool they manage to get 768 people and 50 cars with full real time animated.
Finally GCM Replay a specialised tool for finding out what got send to RSX,
what RSX do with the command and what part of the shading was casing the problems, and so on.
At least it´s a big jump from tapping command to a good diognastic tool.
Just to make you understand how huge Phil Harrison is, Im 6ft 3in.....:shock: