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Author PS3 - What Real Next Gen Means - PSM December
Blig Merk

2005-10-24, 7:31 pm

Of course, xflop 1.5 full circle looks better than current gen, after
all, it is 5 years later. But, it is not showing next-gen times 2, it
is showing next-gen times 1.5, befitting its label. PS3 is two times
x1.5, the PS3 has twice the power of the xflop 1.5 full circle. The
latest comments about the xflop 1.5 full circle hands-on reviews have
been, yeah, it looks a little better but it doesn't seem to be bringing
anything new to gaming. The PS3 is going to change that and show what
Real Nextgen looks and plays like.
quote:

>From the December PSM


http://img426.imageshack.us/img426/9725/decpsm6ch.jpg

Five Ways the Playstation 3 Will Change Games

....Not every game will do this stuff, but the ability to will still
exist for game makers with the time and creativity to tap into it.
Let's take a look at just a few of the new gameplay experiences that
PS3 will make possible

1. The End of the "disappearing act"

In theory: Everything that happens in or to the game world will be
persistent.

In Action: You break it, it stays broken. You kill'em, they pile up.
Even when you go back to previously visited areas later in the game,
you'll see that path of destruction you've left behind - enemies may
even have decomposed or trees rotted. you definitely won't have to ask
yourself "Have I been through this area before?"

2. Great minds think alike

In Theory: Enemies will react to what your character does and the
situation they're in more realistically than ever. In fact, they'll be
able to be nearly as smart and adaptive as the player.

In action: Enemies will run out of ammo and ditch their gun for another
one- maybe even a better one. Maybe the gun you were hoping to grab.
They might also dash for the same ammo pick-up available to you,
abandoning their cover and opening them up for a clearer shot. Remember
shooting out lights and using night vision goggles to sneak up on
enemies? Now they'll use that trick, too... so you'll have to make sure
you can see in the dark as well.

3. Uncanned animation

In Theory: Motion capturing and traditional frame-by-frame character
animation will give way to "smart" actions that take the character's
physical attributes and their surroundings into account.

In action: If you're playing a platformer, your character will never
leap or land using exactly the same animation twice. They'll "know" if
they're exhausted from running and start to show it by a change in
their stride. In a basketball game, the ball will never look like it's
connected to your player's hand by a rubber band; in Madden, players
will "know" their uniforms are dirty and brush themselves off at the
line of scrimmage. Enemies won't always fall down the same way when
shot, but they won't flail around like rag dolls either. If they're
standing by a rail, for example, they'll "know" to try and grab it with
one or both hands if you throw them over it. Even if they hang on, you
can shoot their hands.

4. Never been there, never seen that

In theory: The immense capacity of Blu-Ray discs will overcome the
limitations of even dual layer DVD and enable artisits to create game
environments that never look repetitious. Their only limitations will
be the amount of time they have to actually create objects and
textures.

In Action: Games will be able to have many more types of environments,
and more variety within each of them, without having to the areas in
the game any smaller to compensate. Objects won't just break; the extra
room for textures on the disc will allow for almost limitless states of
appearance - scorched, cracked, chipped, scratched. Heck, even sand
that can turn to glass under the heat of a rocket thruster.

5. Interacting in newer, better ways

In theory: More processing power will take the capabilities of the
EyeToy and voice recognition to new levels.

In Action: Your role-playing hero is having a heart-to-heart talk with
their love interest. Only they're actually talking to and seeing you.
Will you sound confident or cowardly? Have a happy face or a plain one?
The very inflection of your voice and look on your face will determine
his or her reaction. In squad-based military games, when your team's
back is up against a wall and the enemy's just aroudn the corner,
you'll actually have to whisper your plan of attack to prevent being
overheard and that plan of attack can be very specific. "You, run
across the street and take cover behind the red car!"

(Picture and caption to number 5) Sony is already working on a PS3 game
called Eyedentify that combines advanced voice and face recognition. In
it, you control a duo of crime fighting females that react
realistically to your commands, tone of voice, and facial expressions.

Every Game Should Do This

We're not game developers, and we dont' pretend to fully understand all
of the hardships involved in making games, but as gamers, we know what
we want - nay, demand - from our next-gernation games. Fair or not, the
customer is always right, so listen up, developers!

60 Frames Per Second, Standard
A high frame rate can make an incredible difference in a game,
especially fast-moving racing games and first-person shooters. It
provides extra-smooth control and solid, quality feel. If triple-A PS2
titles like GT4 and God of War can run at 60fps, then why should we
settle for anything less on PS3? If a trade-off has to be made, we'd
gladly swap the last 5% of backround detail for a more enjoyable
overall feel to the gameplay.

No Load Times
Since we're still dealing with disc-based games, we'll settle for "much
improved" load times. Even though PS3 games will need to load up more
polygons, more detailed textures and so on, BD-ROM will allow
everything to constantly stream from the disc so we don't have to sit
around staring at progress bars any more.

In-Game Memory Card Management
We've all done it - you play a game for, like, half an hour, only to
find out that you don't have enough room left on your memory card to
save. All you can do is reboot to the PS2's main menu and lose all of
your hard work. Games need to let players access their memory card
files from within the game. That way, you could quickly clear some
space, save and continue playing.

Sleep Mode
Handhelds like the PSP and the Nintendo DS have this, and it's about
time that consoles offer it, too. For too long, players have been
unfairly penalized for having to stop their game. Something comes up,
you've gotta run, but no - you're stuck searching for a save point or
else you'll have to redo everything you've just accomplished. Game
makers should recognize that players shouldn't be beholden to their
games by inculding a sleep mode that will allow us to easily save our
place at a moment's notice.

PS3 Specs
CPU
Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
512KB L2 cache
7 x SPE @3.2GHz
7 x 128b 128 SIMD GPRs
7 x 256KB SRAM for SPE
* 1 of 8 SPEs reserved for redundancy
total floating point performance: 218 GFLOPS

GPU
RSX @550MHz
1.8 TFLOPS floating point performance
Full HD (up to 1080p) x 2 channels
Multi-way programmable parallel floating point shader pipelines

Sound
Dolby 5.1ch, DTS, LPCM, etc. (Cell- base processing)
Memory
256MB XDR Main RAM @3.2GHz 256MB GDDR3 VRAM @700MHz

System Bandwidth
Main RAM 25.6GB/s
VRAM 22.4GB/s
RSX 20GB/s (write) + 15GB/s (read)
SB< 2.5GB/s (write) + 2.5GB/s (read)

System Floating Point Performance
2 TFLOPS

Storage
Detachable 2.5" HDD slot x 1

I/O
USB Front x 4, Rear x 2 (USB2.0)
Memory Stick standard/Duo, PRO x 1
SD standard/mini x 1
CompactFlash (Type I, II) x 1

Communication
Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 + output x
2)
Wi-Fi IEEE 802.11 b/g
Bluetooth 2.0 (EDR)

Controller
Bluetooth (up to 7)
USB 2.0 (wired)
Wi-Fi (PSP)
Network (over IP)

AV Output
Screen size: 480i, 480p, 720p, 1080i, 1080p
HDMI: HDMI out x 2
Analog: AV MULTI OUT x 1
Digital audio: DIGITAL OUT (OPTICAL) x 1

Disc Media
CD PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R,
CD-RW, SACD, SACD Hybrid (CD layer), SACD HD, DualDisc, DualDisc (audio
side), DualDisc (DVD side)
DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM,
DVD-R, DVD-RW, DVD+R, DVD+RW
Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE

Phil Da Lick!

2005-10-24, 7:31 pm

Blig Merk wrote:

<snip>

In theory: games will approach real life experiences.

In action: developers have nowhere near enough time or resources to
programmtically recreate this scenario so all we're likely to get is a
bit more eye candy.

Makes your rantings pretty pointless really.
MS#1Fanboy-JoJo

2005-10-24, 7:31 pm

In article <1130159079.252205.240070@g47g2000cwa.googlegroups.com>,
blig_murk@yahoo.com says...
quote:

>
> Of course, xflop 1.5 full circle looks better than current gen, after
>all, it is 5 years later. But, it is not showing next-gen times 2, it
>is showing next-gen times 1.5, befitting its label. PS3 is two times
>x1.5, the PS3 has twice the power of the xflop 1.5 full circle. The
>latest comments about the xflop 1.5 full circle hands-on reviews have
>been, yeah, it looks a little better but it doesn't seem to be bringing
>anything new to gaming. The PS3 is going to change that and show what
>Real Nextgen looks and plays like.
>
>
>http://img426.imageshack.us/img426/9725/decpsm6ch.jpg
>
>Five Ways the Playstation 3 Will Change Games
>
>...Not every game will do this stuff, but the ability to will still
>exist for game makers with the time and creativity to tap into it.
>Let's take a look at just a few of the new gameplay experiences that
>PS3 will make possible
>
>1. The End of the "disappearing act"
>
>In theory: Everything that happens in or to the game world will be
>persistent.
>
>In Action: You break it, it stays broken. You kill'em, they pile up.
>Even when you go back to previously visited areas later in the game,
>you'll see that path of destruction you've left behind - enemies may
>even have decomposed or trees rotted. you definitely won't have to ask
>yourself "Have I been through this area before?"
>
>2. Great minds think alike
>
>In Theory: Enemies will react to what your character does and the
>situation they're in more realistically than ever. In fact, they'll be
>able to be nearly as smart and adaptive as the player.
>
>In action: Enemies will run out of ammo and ditch their gun for another
>one- maybe even a better one. Maybe the gun you were hoping to grab.
>They might also dash for the same ammo pick-up available to you,
>abandoning their cover and opening them up for a clearer shot. Remember
>shooting out lights and using night vision goggles to sneak up on
>enemies? Now they'll use that trick, too... so you'll have to make sure
>you can see in the dark as well.
>
>3. Uncanned animation
>
>In Theory: Motion capturing and traditional frame-by-frame character
>animation will give way to "smart" actions that take the character's
>physical attributes and their surroundings into account.
>
>In action: If you're playing a platformer, your character will never
>leap or land using exactly the same animation twice. They'll "know" if
>they're exhausted from running and start to show it by a change in
>their stride. In a basketball game, the ball will never look like it's
>connected to your player's hand by a rubber band; in Madden, players
>will "know" their uniforms are dirty and brush themselves off at the
>line of scrimmage. Enemies won't always fall down the same way when
>shot, but they won't flail around like rag dolls either. If they're
>standing by a rail, for example, they'll "know" to try and grab it with
>one or both hands if you throw them over it. Even if they hang on, you
>can shoot their hands.
>
>4. Never been there, never seen that
>
>In theory: The immense capacity of Blu-Ray discs will overcome the
>limitations of even dual layer DVD and enable artisits to create game
>environments that never look repetitious. Their only limitations will
>be the amount of time they have to actually create objects and
>textures.
>
>In Action: Games will be able to have many more types of environments,
>and more variety within each of them, without having to the areas in
>the game any smaller to compensate. Objects won't just break; the extra
>room for textures on the disc will allow for almost limitless states of
>appearance - scorched, cracked, chipped, scratched. Heck, even sand
>that can turn to glass under the heat of a rocket thruster.
>
>5. Interacting in newer, better ways
>
>In theory: More processing power will take the capabilities of the
>EyeToy and voice recognition to new levels.
>
>In Action: Your role-playing hero is having a heart-to-heart talk with
>their love interest. Only they're actually talking to and seeing you.
>Will you sound confident or cowardly? Have a happy face or a plain one?
>The very inflection of your voice and look on your face will determine
>his or her reaction. In squad-based military games, when your team's
>back is up against a wall and the enemy's just aroudn the corner,
>you'll actually have to whisper your plan of attack to prevent being
>overheard and that plan of attack can be very specific. "You, run
>across the street and take cover behind the red car!"
>
>(Picture and caption to number 5) Sony is already working on a PS3 game
>called Eyedentify that combines advanced voice and face recognition. In
>it, you control a duo of crime fighting females that react
>realistically to your commands, tone of voice, and facial expressions.
>
>Every Game Should Do This
>
>We're not game developers, and we dont' pretend to fully understand all
>of the hardships involved in making games, but as gamers, we know what
>we want - nay, demand - from our next-gernation games. Fair or not, the
>customer is always right, so listen up, developers!
>
>60 Frames Per Second, Standard
>A high frame rate can make an incredible difference in a game,
>especially fast-moving racing games and first-person shooters. It
>provides extra-smooth control and solid, quality feel. If triple-A PS2
>titles like GT4 and God of War can run at 60fps, then why should we
>settle for anything less on PS3? If a trade-off has to be made, we'd
>gladly swap the last 5% of backround detail for a more enjoyable
>overall feel to the gameplay.
>
>No Load Times
>Since we're still dealing with disc-based games, we'll settle for "much
>improved" load times. Even though PS3 games will need to load up more
>polygons, more detailed textures and so on, BD-ROM will allow
>everything to constantly stream from the disc so we don't have to sit
>around staring at progress bars any more.
>
>In-Game Memory Card Management
>We've all done it - you play a game for, like, half an hour, only to
>find out that you don't have enough room left on your memory card to
>save. All you can do is reboot to the PS2's main menu and lose all of
>your hard work. Games need to let players access their memory card
>files from within the game. That way, you could quickly clear some
>space, save and continue playing.
>
>Sleep Mode
>Handhelds like the PSP and the Nintendo DS have this, and it's about
>time that consoles offer it, too. For too long, players have been
>unfairly penalized for having to stop their game. Something comes up,
>you've gotta run, but no - you're stuck searching for a save point or
>else you'll have to redo everything you've just accomplished. Game
>makers should recognize that players shouldn't be beholden to their
>games by inculding a sleep mode that will allow us to easily save our
>place at a moment's notice.
>
>PS3 Specs
>CPU
>Cell Processor
>PowerPC-base Core @3.2GHz
>1 VMX vector unit per core
>512KB L2 cache
>7 x SPE @3.2GHz
>7 x 128b 128 SIMD GPRs
>7 x 256KB SRAM for SPE
>* 1 of 8 SPEs reserved for redundancy
>total floating point performance: 218 GFLOPS
>
>GPU
>RSX @550MHz
>1.8 TFLOPS floating point performance
>Full HD (up to 1080p) x 2 channels
>Multi-way programmable parallel floating point shader pipelines
>
>Sound
>Dolby 5.1ch, DTS, LPCM, etc. (Cell- base processing)
>Memory
>256MB XDR Main RAM @3.2GHz 256MB GDDR3 VRAM @700MHz
>
>System Bandwidth
>Main RAM 25.6GB/s
>VRAM 22.4GB/s
>RSX 20GB/s (write) + 15GB/s (read)
>SB< 2.5GB/s (write) + 2.5GB/s (read)
>
>System Floating Point Performance
>2 TFLOPS
>
>Storage
>Detachable 2.5" HDD slot x 1
>
>I/O
>USB Front x 4, Rear x 2 (USB2.0)
>Memory Stick standard/Duo, PRO x 1
>SD standard/mini x 1
>CompactFlash (Type I, II) x 1
>
>Communication
>Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 + output x
>2)
>Wi-Fi IEEE 802.11 b/g
>Bluetooth 2.0 (EDR)
>
>Controller
>Bluetooth (up to 7)
>USB 2.0 (wired)
>Wi-Fi (PSP)
>Network (over IP)
>
>AV Output
>Screen size: 480i, 480p, 720p, 1080i, 1080p
>HDMI: HDMI out x 2
>Analog: AV MULTI OUT x 1
>Digital audio: DIGITAL OUT (OPTICAL) x 1
>
>Disc Media
>CD PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R,
>CD-RW, SACD, SACD Hybrid (CD layer), SACD HD, DualDisc, DualDisc (audio
>side), DualDisc (DVD side)
>DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM,
>DVD-R, DVD-RW, DVD+R, DVD+RW
>Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE
>


Sure will be great to add another next generation console next to the one I've
already had for a year.

KillzoneBigNunts

2005-10-24, 7:31 pm

Phil Da Lick! wrote:
quote:

> Blig Merk wrote:
>
> <snip>
>
> In theory: games will approach real life experiences.
>
> In action: developers have nowhere near enough time or resources to
> programmtically recreate this scenario so all we're likely to get is
> a bit more eye candy.
>
> Makes your rantings pretty pointless really.


You guys are so funny.
Now that Xflop has NOTHING to show for itself and PS3 has EVERYTHING
you have to back peddle like dumbassess.

I can see it now "graphics don't matter"

--

listermonocle@hotmail.com

2005-10-24, 7:31 pm

Everything there except maybe the space and speed advantages of Blu-Ray
applies equally to 360. Unfortunately most of those points will not
apply to most games on either system, just like now. Current-gen games
like Baldur's Gate:Dark Alliance keep every single corpse lying where
you killed it through the entire level; many current games like God of
War, Ico, GTA have essentially no loading times (even PSX games like
Soul Reaver); incredible physics have been out for awhile in games like
Psi-Ops; yet we're going to see plenty if not most next-gen games that
drop the ball in all these areas.

Why? Developers are lazy and want to spend the least amount of time and
money to get the maximum profit. If the CD-ROM drive in the PSX was
capable of streaming the entire Soul Reaver game without making you sit
through a single loading screen, but even now with 4x DVD drives the
vast majority of games have you staring at a progress bar, why on earth
would the Blu-Ray suddenly make every developer have their game stream?
The problem isn't the drive specs, it's having to tailor your game
specifically to stream everything in, and 90% of developers aren't
going to do it.

Same goes for framerates. As they said, the best-looking games on PS2
graphically also run the smoothest and fastest, so it's not a hardware
issue making other games run slower/choppier, it's a developer issue.


---
Get a FREE Xbox 360 - declared legit by CNN and Wired
http://xbox360s.freepay.com/?r=23689706
---
email me if you have questions - listermonocle@hotmail.com

KillzoneBigNunts

2005-10-24, 7:31 pm

Blig Merk wrote:
quote:

> Of course, xflop 1.5 full circle looks better than current gen, after
> all, it is 5 years later. But, it is not showing next-gen times 2, it
> is showing next-gen times 1.5, befitting its label. PS3 is two times
> x1.5, the PS3 has twice the power of the xflop 1.5 full circle. The
> latest comments about the xflop 1.5 full circle hands-on reviews have
> been, yeah, it looks a little better but it doesn't seem to be
> bringing anything new to gaming. The PS3 is going to change that and
> show what Real Nextgen looks and plays like.
>
>
> http://img426.imageshack.us/img426/9725/decpsm6ch.jpg
>
> Five Ways the Playstation 3 Will Change Games
>
> ...Not every game will do this stuff, but the ability to will still
> exist for game makers with the time and creativity to tap into it.
> Let's take a look at just a few of the new gameplay experiences that
> PS3 will make possible
>
> 1. The End of the "disappearing act"
>
> In theory: Everything that happens in or to the game world will be
> persistent.
>
> In Action: You break it, it stays broken. You kill'em, they pile up.
> Even when you go back to previously visited areas later in the game,
> you'll see that path of destruction you've left behind - enemies may
> even have decomposed or trees rotted. you definitely won't have to ask
> yourself "Have I been through this area before?"
>
> 2. Great minds think alike
>
> In Theory: Enemies will react to what your character does and the
> situation they're in more realistically than ever. In fact, they'll be
> able to be nearly as smart and adaptive as the player.
>
> In action: Enemies will run out of ammo and ditch their gun for
> another one- maybe even a better one. Maybe the gun you were hoping
> to grab. They might also dash for the same ammo pick-up available to
> you, abandoning their cover and opening them up for a clearer shot.
> Remember shooting out lights and using night vision goggles to sneak
> up on enemies? Now they'll use that trick, too... so you'll have to
> make sure you can see in the dark as well.
>
> 3. Uncanned animation
>
> In Theory: Motion capturing and traditional frame-by-frame character
> animation will give way to "smart" actions that take the character's
> physical attributes and their surroundings into account.
>
> In action: If you're playing a platformer, your character will never
> leap or land using exactly the same animation twice. They'll "know" if
> they're exhausted from running and start to show it by a change in
> their stride. In a basketball game, the ball will never look like it's
> connected to your player's hand by a rubber band; in Madden, players
> will "know" their uniforms are dirty and brush themselves off at the
> line of scrimmage. Enemies won't always fall down the same way when
> shot, but they won't flail around like rag dolls either. If they're
> standing by a rail, for example, they'll "know" to try and grab it
> with one or both hands if you throw them over it. Even if they hang
> on, you can shoot their hands.
>
> 4. Never been there, never seen that
>
> In theory: The immense capacity of Blu-Ray discs will overcome the
> limitations of even dual layer DVD and enable artisits to create game
> environments that never look repetitious. Their only limitations will
> be the amount of time they have to actually create objects and
> textures.
>
> In Action: Games will be able to have many more types of environments,
> and more variety within each of them, without having to the areas in
> the game any smaller to compensate. Objects won't just break; the
> extra room for textures on the disc will allow for almost limitless
> states of appearance - scorched, cracked, chipped, scratched. Heck,
> even sand that can turn to glass under the heat of a rocket thruster.
>
> 5. Interacting in newer, better ways
>
> In theory: More processing power will take the capabilities of the
> EyeToy and voice recognition to new levels.
>
> In Action: Your role-playing hero is having a heart-to-heart talk with
> their love interest. Only they're actually talking to and seeing you.
> Will you sound confident or cowardly? Have a happy face or a plain
> one? The very inflection of your voice and look on your face will
> determine his or her reaction. In squad-based military games, when
> your team's back is up against a wall and the enemy's just aroudn the
> corner, you'll actually have to whisper your plan of attack to
> prevent being overheard and that plan of attack can be very specific.
> "You, run across the street and take cover behind the red car!"
>
> (Picture and caption to number 5) Sony is already working on a PS3
> game called Eyedentify that combines advanced voice and face
> recognition. In it, you control a duo of crime fighting females that
> react realistically to your commands, tone of voice, and facial
> expressions.
>
> Every Game Should Do This
>
> We're not game developers, and we dont' pretend to fully understand
> all of the hardships involved in making games, but as gamers, we know
> what we want - nay, demand - from our next-gernation games. Fair or
> not, the customer is always right, so listen up, developers!
>
> 60 Frames Per Second, Standard
> A high frame rate can make an incredible difference in a game,
> especially fast-moving racing games and first-person shooters. It
> provides extra-smooth control and solid, quality feel. If triple-A PS2
> titles like GT4 and God of War can run at 60fps, then why should we
> settle for anything less on PS3? If a trade-off has to be made, we'd
> gladly swap the last 5% of backround detail for a more enjoyable
> overall feel to the gameplay.
>
> No Load Times
> Since we're still dealing with disc-based games, we'll settle for
> "much improved" load times. Even though PS3 games will need to load
> up more polygons, more detailed textures and so on, BD-ROM will allow
> everything to constantly stream from the disc so we don't have to sit
> around staring at progress bars any more.
>
> In-Game Memory Card Management
> We've all done it - you play a game for, like, half an hour, only to
> find out that you don't have enough room left on your memory card to
> save. All you can do is reboot to the PS2's main menu and lose all of
> your hard work. Games need to let players access their memory card
> files from within the game. That way, you could quickly clear some
> space, save and continue playing.
>
> Sleep Mode
> Handhelds like the PSP and the Nintendo DS have this, and it's about
> time that consoles offer it, too. For too long, players have been
> unfairly penalized for having to stop their game. Something comes up,
> you've gotta run, but no - you're stuck searching for a save point or
> else you'll have to redo everything you've just accomplished. Game
> makers should recognize that players shouldn't be beholden to their
> games by inculding a sleep mode that will allow us to easily save our
> place at a moment's notice.
>
> PS3 Specs
> CPU
> Cell Processor
> PowerPC-base Core @3.2GHz
> 1 VMX vector unit per core
> 512KB L2 cache
> 7 x SPE @3.2GHz
> 7 x 128b 128 SIMD GPRs
> 7 x 256KB SRAM for SPE
> * 1 of 8 SPEs reserved for redundancy
> total floating point performance: 218 GFLOPS
>
> GPU
> RSX @550MHz
> 1.8 TFLOPS floating point performance
> Full HD (up to 1080p) x 2 channels
> Multi-way programmable parallel floating point shader pipelines
>
> Sound
> Dolby 5.1ch, DTS, LPCM, etc. (Cell- base processing)
> Memory
> 256MB XDR Main RAM @3.2GHz 256MB GDDR3 VRAM @700MHz
>
> System Bandwidth
> Main RAM 25.6GB/s
> VRAM 22.4GB/s
> RSX 20GB/s (write) + 15GB/s (read)
> SB< 2.5GB/s (write) + 2.5GB/s (read)
>
> System Floating Point Performance
> 2 TFLOPS
>
> Storage
> Detachable 2.5" HDD slot x 1
>
> I/O
> USB Front x 4, Rear x 2 (USB2.0)
> Memory Stick standard/Duo, PRO x 1
> SD standard/mini x 1
> CompactFlash (Type I, II) x 1
>
> Communication
> Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 + output x
> 2)
> Wi-Fi IEEE 802.11 b/g
> Bluetooth 2.0 (EDR)
>
> Controller
> Bluetooth (up to 7)
> USB 2.0 (wired)
> Wi-Fi (PSP)
> Network (over IP)
>
> AV Output
> Screen size: 480i, 480p, 720p, 1080i, 1080p
> HDMI: HDMI out x 2
> Analog: AV MULTI OUT x 1
> Digital audio: DIGITAL OUT (OPTICAL) x 1
>
> Disc Media
> CD PlayStation CD-ROM, PlayStation 2 CD-ROM, CD-DA, CD-DA (ROM), CD-R,
> CD-RW, SACD, SACD Hybrid (CD layer), SACD HD, DualDisc, DualDisc
> (audio side), DualDisc (DVD side)
> DVD: PlayStation 2 DVD-ROM, PlayStation 3 DVD-ROM, DVD-Video, DVD-ROM,
> DVD-R, DVD-RW, DVD+R, DVD+RW
> Blu-ray Disc: PlayStation 3 BD-ROM, BD-Video, BD-ROM, BD-R, BD-RE


Thanks for the great pic Blig.
Not only was RE4 in the top 5 best looking games this generation, it
ended up on PS2 with enhanced widescreen, 24bit color, and extra
content out the wazoo.

GC version has an edge in graphics on a standard TV, but if you want
widescreen 480p you better pick up the superior PS2 version.

And the PS2 still hasn't been tapped out yet.

LOL Poor Xflop.



--

Andy Turner

2005-10-24, 7:31 pm

On 24 Oct 2005 06:04:39 -0700, "Blig Merk" <blig_murk@yahoo.com>
wrote:
quote:

> Of course, xflop 1.5 full circle


Perhaps your post had some good points, but because you started it in
that childish fanboy fashion, I assumed it would be fanboy biased
drivel and therefore I didn't even read it. Strange really, I'd figure
if you want to make a point stick, it's important to appear credible.


andyt

listermonocle@hotmail.com

2005-10-24, 7:31 pm

Just to reiterate, everything on that list is basically possible on
current-gen.

Further, that article looks exactly like the articles about how the PS2
Emotion Engine was going to change everything and bring "true virtual
worlds" and "lifelike AI" and blah blah blah. Just like how the tech
demo Sony used to promote the PS2 had it rendering an FFVII cutscene
"IN REAL-TIME!!!!" -- you know, kind of like how they have the PS3
doing the EXACT SAME THING as an example of its power.


---
Get a FREE Xbox 360 - declared legit by CNN and Wired
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---
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KillzoneBigNunts

2005-10-24, 7:31 pm

listermonocle@hotmail.com wrote:
quote:

> Everything there except maybe the space and speed advantages of
> Blu-Ray applies equally to 360. Unfortunately most of those points
> will not apply to most games on either system, just like now.
> Current-gen games like Baldur's Gate:Dark Alliance keep every single
> corpse lying where you killed it through the entire level;


And that game doesn't look half as good as Champions of Norrath for PS2.
Spaceman

2005-10-24, 7:31 pm

Muk, you sound just like Kenny K., trying feverishly to downplay the
competition out of complete desperation and fear. It's natural. It's what
happens in situations like this, and people like me can see it blindfolded.

1. The End of the "disappearing act"
old news. i have pc games that do this. applies to 360.

2. Great minds think alike
old news. i have pc games that do this. applies to 360.

3. Uncanned animation
Uh, sorry but Motion capturing and traditional frame-by-frame will never
achieve this. Anyway, i'm doing all of that right now, on my PC. It's called
Endorphin. If my Athlon XP system with a 9700 Pro can do it, you can bet
your tiny nutsack that 360 can do it, and any other mid range PC or next-gen
system. applies to 360.

4. Never been there, never seen that
Gaming doesn't need blue-ray. The only people that need blue-ray are chincy
Japanese developers that fill 3/4 of their disc up with useless pre-rendered
bullshit, when they have a system with the power to do all of it in
realtime, saving 80% of that space they used for played out, pre-rendered
crap that could run on a 33mhz PS1. Truly a waste of the power these systems
have to offer...

5. Interacting in newer, better ways
not worth a response...

Muk, you're like 0-133 and counting. I guess the more losses you take, the
more desperate you grow to make a win. The nail in your coffin will be when
the first person goes out and buys the first X360, and you are still at home
playing the butt ugliest games of the current generation on the
Grillstation's predecessor. You and all your Phony Flopstation fanferries




Rene Garcia

2005-10-24, 7:31 pm

quote:

> You guys are so funny.
> Now that Xflop has NOTHING to show for itself and PS3 has EVERYTHING
> you have to back peddle like dumbassess.



Your definition of everything must be different than mine. Is there any real
in-game video of the PS3 at work? All you guys have to go with is
theoretical numbers and CSG videos.


listermonocle@hotmail.com

2005-10-24, 7:31 pm

"And that game doesn't look half as good as Champions of Norrath for
PS2. "

I have no idea whatsoever what point you're trying to make with that
statement. I'm talking about the PS2 version of BG:DA (never played the
Xbox version), both BG and Champions were made by the same people, and
even if one looked dramatically better than the other, what on earth
does that have to do with anything?

Bottom line: With the exception of massive storage space (which, as
Spaceman pointed out, is needed mainly for bullshit cutscenes), every
single point on that list can be achieved on 360 as easily as PS3 --
easier, actually, since every developer who's worked with both has said
360 is much easier to develop for -- but will probably not be achieved
on a majority of games for either system, since CURRENT GEN SYSTEMS can
already do almost all of that stuff but rarely do.


---
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---
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Andrew Ryan Chang

2005-10-24, 11:30 pm

KillzoneBigNunts <Killzone@sony.com> wrote:
quote:

>Blig Merk wrote:

quote:

[vbcol=seagreen]
>Thanks for the great pic Blig.


You two are separate people? Really?

C'mon, really?

--
"We believe in opportunity for all Americans: Rich and poor, black and
white...."
--George W. Bush (speech at Bob Jones University, 2/2/00)
Zackman

2005-10-24, 11:30 pm

Rene Garcia wrote:
quote:

> Your definition of everything must be different than mine. Is there
> any real in-game video of the PS3 at work? All you guys have to go
> with is theoretical numbers and CSG videos.


PWNED!

-Z-


KillzoneBigNunts

2005-10-24, 11:30 pm

Zackman wrote:
quote:

> Rene Garcia wrote:
>
>
> PWNED!
>
> -Z-


PWNED?

There are plenty of realtime videos and realtime gameplay already shown
for PS3.

Use the search in google.

Pwned!!!

--

KillzoneBigNunts

2005-10-24, 11:30 pm

Andrew Ryan Chang wrote:
quote:

> KillzoneBigNunts <Killzone@sony.com> wrote:
>
>
>
> You two are separate people? Really?
>
> C'mon, really?


You and every other retarded Xbot-XXXX-head-nigger-XXXXX-shit-face are
seperate people? Really? C'mon, really?

--

Rene Garcia

2005-10-24, 11:30 pm

quote:

>
> You two are separate people? Really?
>
> C'mon, really?



It's the same guy just split personalities.

One is Republican the other Democrat.

One like girls the other guys.

One is Catholic the other Muslim.

One is stupid the other is..............stupid, well I guess they do have
something in common.


Joerg Jaeger

2005-10-24, 11:30 pm

That is, what i notice at some games.
1. Example, Max Payne.
Why does this game look and feel so much better on the Xbox or the PC,
but on the PS2 it sucks.
I think, it is really a development issue what has to be pointed out.
The sad thing is, that users have not the power to address this to a
developer, because they get widely ignored.
Sometimes i really think that certain developers do this on purpose to
hype certain consoles.
No, this is not aimed against the xbox.
It is just how i see it. And i could not afford 3 consoles at the
moment.
So, sadly some games i will not be able to play.
2. Example, GTA
I wonder why the heck this game loads (so) much faster on the xbox
than on the ps2.
Is it, that the ps2 lacks loadingtime, cache or what else?
In contrast xbox must be a much better designed console.
Or is it that the developer figured out how loadingtimes could be
optimized?

Well, sometimes i feel certainly fooled.

On 24 Oct 2005 08:22:43 -0700, "listermonocle@hotmail.com"
<listermonocle@hotmail.com> wrote:
quote:

>Everything there except maybe the space and speed advantages of Blu-Ray
>applies equally to 360. Unfortunately most of those points will not
>apply to most games on either system, just like now. Current-gen games
>like Baldur's Gate:Dark Alliance keep every single corpse lying where
>you killed it through the entire level; many current games like God of
>War, Ico, GTA have essentially no loading times (even PSX games like
>Soul Reaver); incredible physics have been out for awhile in games like
>Psi-Ops; yet we're going to see plenty if not most next-gen games that
>drop the ball in all these areas.
>
>Why? Developers are lazy and want to spend the least amount of time and
>money to get the maximum profit. If the CD-ROM drive in the PSX was
>capable of streaming the entire Soul Reaver game without making you sit
>through a single loading screen, but even now with 4x DVD drives the
>vast majority of games have you staring at a progress bar, why on earth
>would the Blu-Ray suddenly make every developer have their game stream?
>The problem isn't the drive specs, it's having to tailor your game
>specifically to stream everything in, and 90% of developers aren't
>going to do it.
>
>Same goes for framerates. As they said, the best-looking games on PS2
>graphically also run the smoothest and fastest, so it's not a hardware
>issue making other games run slower/choppier, it's a developer issue.
>
>
>---
>Get a FREE Xbox 360 - declared legit by CNN and Wired
>http://xbox360s.freepay.com/?r=23689706
>---
>email me if you have questions - listermonocle@hotmail.com

listermonocle@hotmail.com

2005-10-25, 2:33 am

"There are plenty of realtime videos and realtime gameplay already
shown
for PS3. "

What game has shown any actual gameplay? The only realtime anything I
can think of are tech demos.

" I wonder why the heck this game loads (so) much faster on the xbox
than on the ps2. "

I can't remember if the Xbox has a somewhat faster DVD drive than PS2,
but it probably also cached data to the hard drive where it could be
retrieved much faster.


---
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---
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KillzoneBigNunts

2005-10-26, 2:31 am

MS#1Fanboy-JoJo wrote:
quote:

> In article <dc26f$435d7cb6$42139229$6390@DIALUPUSA.NET>,
> Killzone@sony.com says...
>
> Got ritalin?


Nah, I'm taking that new drug called Xeon Paxil

--

Andy Turner

2005-10-26, 7:33 pm

On Mon, 24 Oct 2005 18:50:07 -0700, Joerg Jaeger <yester64@gmx.net>
wrote:
quote:

>That is, what i notice at some games.
>1. Example, Max Payne.
>Why does this game look and feel so much better on the Xbox or the PC,
>but on the PS2 it sucks.


Because it was originally written for the x86 architecture that the PC
and Xbox share and then badly ported to the entirely different
architecture that the PS2 has.

I doubt that Max Payne is the only example of this. The shared
architecure makes the XBox ripe for PC ports.


andyt

MS#1Fanboy-JoJo

2005-10-26, 7:33 pm

In article <342a5$435f07d8$42139229$17829@DIALUPUSA.NET>, Killzone@sony.com
says...
quote:

>
>MS#1Fanboy-JoJo wrote:
>
>
>Nah, I'm taking that new drug called Xeon Paxil
>
>--
>

It ain't working. Tell the doctor to change up your perscription.

Joerg Jaeger

2005-10-26, 7:33 pm

You got a point.
Forgot about that totally.
Still, why they don't port it right? See, Halflife was even better
portet to the PS2.
Perhaps some firms care more about their product.

On Wed, 26 Oct 2005 12:38:02 +0000 (UTC), Andy Turner
<andyt@nospam.demon.co.uk> wrote:
quote:

>On Mon, 24 Oct 2005 18:50:07 -0700, Joerg Jaeger <yester64@gmx.net>
>wrote:
>
>
>Because it was originally written for the x86 architecture that the PC
>and Xbox share and then badly ported to the entirely different
>architecture that the PS2 has.
>
>I doubt that Max Payne is the only example of this. The shared
>architecure makes the XBox ripe for PC ports.
>
>
>andyt

Doug Jacobs

2005-10-28, 7:32 pm

In alt.games.video.sony-playstation2 Rene Garcia <rene1971@comcast.net> wrote:
quote:

> It's the same guy just split personalities.

quote:

> One is Republican the other Democrat.


Red sock, blue sock....
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