<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: NGP: Is ~PS3 power good enough?</title>
	<atom:link href="http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/</link>
	<description></description>
	<lastBuildDate>Sun, 19 May 2013 02:53:35 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Eddie</title>
		<link>http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/#comment-306086</link>
		<dc:creator>Eddie</dc:creator>
		<pubDate>Wed, 09 Feb 2011 14:07:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.ps3blog.net/?p=36919#comment-306086</guid>
		<description>Mostly correct.  But before we continue (this is getting over my head now, you may be more knowledgeable on the subject)  why does Uncharted NGP look like crap compared to Uncharted on PS3?

http://www.gamesthirst.com/wp-content/uploads/2011/01/uncharted-ngp1.jpg

I could stand on the shoulders of people smarter then myself and spout off things that I did not discover for myself in this case but should there be a rebuttle for those things, I couldn&#039;t respond back.</description>
		<content:encoded><![CDATA[<p>Mostly correct.  But before we continue (this is getting over my head now, you may be more knowledgeable on the subject)  why does Uncharted NGP look like crap compared to Uncharted on PS3?</p>
<p><a href="http://www.gamesthirst.com/wp-content/uploads/2011/01/uncharted-ngp1.jpg" rel="nofollow">http://www.gamesthirst.com/wp-content/uploads/2011/01/uncharted-ngp1.jpg</a></p>
<p>I could stand on the shoulders of people smarter then myself and spout off things that I did not discover for myself in this case but should there be a rebuttle for those things, I couldn&#8217;t respond back.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Darrin</title>
		<link>http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/#comment-305969</link>
		<dc:creator>Darrin</dc:creator>
		<pubDate>Tue, 08 Feb 2011 16:26:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.ps3blog.net/?p=36919#comment-305969</guid>
		<description>To summarize: I&#039;m inclined to believe that the NGP is near PS3 level power based on the Uncharted/MGS4 demos and game developers who commented on actual dev experience with it.

You said this is a complete myth and the power is well below a PS3 based on theoretical fill-rate/triangle specs and a Digital Foundry op-ed article.

Is that accurate?</description>
		<content:encoded><![CDATA[<p>To summarize: I&#8217;m inclined to believe that the NGP is near PS3 level power based on the Uncharted/MGS4 demos and game developers who commented on actual dev experience with it.</p>
<p>You said this is a complete myth and the power is well below a PS3 based on theoretical fill-rate/triangle specs and a Digital Foundry op-ed article.</p>
<p>Is that accurate?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Eddie</title>
		<link>http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/#comment-305855</link>
		<dc:creator>Eddie</dc:creator>
		<pubDate>Mon, 07 Feb 2011 21:49:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.ps3blog.net/?p=36919#comment-305855</guid>
		<description>there is not one effect that has been done on the PS3 that hasn&#039;t been done on earlier systems.  

as far as assets go, Wipeout is not the pinnacle of graphics/shaders/textures etc.  

Blow the NGP games up on a big screen...it will look like crap.</description>
		<content:encoded><![CDATA[<p>there is not one effect that has been done on the PS3 that hasn&#8217;t been done on earlier systems.  </p>
<p>as far as assets go, Wipeout is not the pinnacle of graphics/shaders/textures etc.  </p>
<p>Blow the NGP games up on a big screen&#8230;it will look like crap.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Darrin</title>
		<link>http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/#comment-305852</link>
		<dc:creator>Darrin</dc:creator>
		<pubDate>Mon, 07 Feb 2011 21:25:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.ps3blog.net/?p=36919#comment-305852</guid>
		<description>&lt;blockquote&gt;&lt;strong&gt;Eddie:&lt;/strong&gt;
You can port any game to any console almost unchanged as long as its in a screen resolution (not art resolution as Wipeout eludes to) capable of the machine and other hardware assists&lt;/blockquote&gt;

Wrong. This is absurd. You think the PS2 could render the high poly-count models used in PS3 games with a lower screen resolution? Um, that&#039;s crazy.

UE3 can support a high end PC and a much lower spec iPad with the same &quot;engine&quot; programming layer, but they don&#039;t use the same assets. The SCEE guys said they could run PS3 Wipeout with no changes to their art platform (which means the same polygon complexity, same textures resolution) and same shader effects at the same frame rate. That&#039;s much more significant.

Poly count stats are much less meaningful than real world game metrics. One big reason is they are &quot;theoretical&quot; polygon counts which often have little relation to polygon rendering throughput inside a full game. Also, that doesn&#039;t account for texture, shader, AA, and effect processing features and performance.</description>
		<content:encoded><![CDATA[<blockquote><p><strong>Eddie:</strong><br />
You can port any game to any console almost unchanged as long as its in a screen resolution (not art resolution as Wipeout eludes to) capable of the machine and other hardware assists</p></blockquote>
<p>Wrong. This is absurd. You think the PS2 could render the high poly-count models used in PS3 games with a lower screen resolution? Um, that&#8217;s crazy.</p>
<p>UE3 can support a high end PC and a much lower spec iPad with the same &#8220;engine&#8221; programming layer, but they don&#8217;t use the same assets. The SCEE guys said they could run PS3 Wipeout with no changes to their art platform (which means the same polygon complexity, same textures resolution) and same shader effects at the same frame rate. That&#8217;s much more significant.</p>
<p>Poly count stats are much less meaningful than real world game metrics. One big reason is they are &#8220;theoretical&#8221; polygon counts which often have little relation to polygon rendering throughput inside a full game. Also, that doesn&#8217;t account for texture, shader, AA, and effect processing features and performance.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Eddie</title>
		<link>http://www.ps3blog.net/2011/02/06/ngp-is-ps3-power-good-enough/#comment-305850</link>
		<dc:creator>Eddie</dc:creator>
		<pubDate>Mon, 07 Feb 2011 20:40:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.ps3blog.net/?p=36919#comment-305850</guid>
		<description>You can port any game to any console almost unchanged as long as its in a screen resolution (not art resolution as Wipeout eludes to) capable of the machine and other hardware assists.

We already know that Cell with its multiple SPU&#039;s being utilized will not transfer over to a quadcore with no changes.  As the Cell helps with rendering images for the RSX, it is a different set up than the NGP and will not transfer over without multiple changes.

We already know that game engines are designed to be flexible so seeing the Wipeout engine ported over is not surprising at all.  UE3 works on 360/PS3/PC/iPod...

but lets put it this way... the SGX543MP4 is capable of 133 million polygons per second....the GameCube is capable of 80-120 raw polygons per second.  Thats not to say it won&#039;t look better though.  Power is not completely =\= how good a game looks.</description>
		<content:encoded><![CDATA[<p>You can port any game to any console almost unchanged as long as its in a screen resolution (not art resolution as Wipeout eludes to) capable of the machine and other hardware assists.</p>
<p>We already know that Cell with its multiple SPU&#8217;s being utilized will not transfer over to a quadcore with no changes.  As the Cell helps with rendering images for the RSX, it is a different set up than the NGP and will not transfer over without multiple changes.</p>
<p>We already know that game engines are designed to be flexible so seeing the Wipeout engine ported over is not surprising at all.  UE3 works on 360/PS3/PC/iPod&#8230;</p>
<p>but lets put it this way&#8230; the SGX543MP4 is capable of 133 million polygons per second&#8230;.the GameCube is capable of 80-120 raw polygons per second.  Thats not to say it won&#8217;t look better though.  Power is not completely =\= how good a game looks.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
