So does the RSX have Direct X 10?
Or is it just emulated throught the Cell?
Because, Direct X 10 is the only feature X-box 360 seems to have over the PS3.
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06-10-2007 #26Ultimate Veteran







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06-10-2007 #27The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently. - Nietzsche(1881)
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06-10-2007 #28
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06-10-2007 #29
It uses OpenGL, dude... It's an ever evolving API.
http://en.wikipedia.org/wiki/Khronos_Group
http://www.khronos.org/
http://www.khronos.org/about/
Sony has access to their own open source API and is constantly developing it and updating the SDK firmware with tools like the Edge Engine and Octopiler. The PS3 don't answer to Windows World, this is where the real innovation occurs. Open source, baby!
4dv4nce, 4d4pt, innov4te
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06-10-2007 #30
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06-10-2007 #31
4dv4nce, 4d4pt, innov4te
My opinion of an always connected console: http://i.imgur.com/BtBUJa8.gif
Thank you Kuro for the EPIC Nadia Ali sig
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06-10-2007 #32
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06-10-2007 #33Dedicated Member







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xbox's gpu doesn't have DX10 and is very far away from it. It has certain single features, but it's still very very far away.Because, Direct X 10 is the only feature X-box 360 seems to have over the PS3.Proud:

Opera browser lover.
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06-10-2007 #34
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06-10-2007 #35
Yea remember when they said motorstorm is only using 20% of the ps3's power and that game *isn't bad looking @ all* i think time passes things are just gonna get better and better
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06-10-2007 #36
Guys. That's why it's not that important that the RSX slightly lags in performance to the 360 GPU (by about 5-10% from what I've read). It's the RSX + Cell that makes the graphics potential go up a fair amount. The Team Ninja devs stated this months back.
The Cell was born to work with the RSX and vice versa. They work amazingly well together.
Brian
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06-10-2007 #37Newbie







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From a Tim Sweeney interview:
MSAA + deferred shading can be done on Geforce 7800 hardware. The DirectX 9 API appears to be responsible for imposing this limitation. MSAA + deferred shading can likely can done via OpenGL which the PS3 development kits use.PCGH: You are using deferred shading. Will there be any chance to get FSAA working with DX9-Level-cards? What about DX10-cards?
Tim Sweeney: Unreal Engine 3 uses deferred shading to accelerate dynamic lighting and shadowing. Integrating this feature with multisampling requires lower-level control over FSAA than the DirectX9 API provides. In Gears of War on Xbox 360, we implemented multisampling using the platform's extended MSAA features. On PC, the solution is to support multisampling only on DirectX 10.
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06-10-2007 #38
I for one cannot wait until all this stuff gets cleared up. When we see some real good games that totally confirm how much ahead of the xbox360 the PS3 is will be a good day.
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06-10-2007 #39
I would love to see the tech papers on KZ2 engine.
Deferred rendering is quite elegant way to do things compared to the old good forward rendering.
Also some of the elements in deferred rendering might be quite possible to do efficently with SPEs... in theory.
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06-10-2007 #40
E3 is going to be insane. I just hope all this stuff is true and not just just a puff of smoke.
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06-10-2007 #41
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06-10-2007 #42
I would say opengGL is better because it is not restricted. It evolves because it has no restrictions. Dx10 has restriction like any other DX. For example DX10 could never do things like dx11. While openGl if the program is good enough can custom there code to emulate dx11. DX is made by microsoft so of course there going to have restriction to anything they make. The only thing DX has over openGl is the fact that all the tools to program for it is there. It easier for devs to use and milk then openGL. But if openGL has good programmers working on a engine then the affects could be limitless.
Live for everything, Die for nothing..
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06-10-2007 #43
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06-10-2007 #44
Is any of this information going to have anything to do with the rumor about June 11? Are we really going to be smiling wide?
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06-10-2007 #45
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06-10-2007 #46
!!!!!!!!!!!!!!!!!!!!
7 HOURS LEFT TILL 12:00 but wait when is the anouncement going to be anounced???
tell me !!!!!!!!!!!!! to exicted. lol

Started the Big Sexy Signature Revolution
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06-10-2007 #47
Deffered rendering or defferred shading is simply a mthod by which you do one pass and encode you data with information called g-buffer, then run a pixel shader over the g-buffer and paint the entire scene once.
The best method I can say is, pass one creates a canvas that looks like "paint by numbers" canvas.
the second pass paint that picture.
It's advantages are that you not batching you draw calls.
It doenst proove that the RSX is G80 based.
STALKER uses it, and have been using since they first got hold of Directx 9.
This doesnt proove anything.
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06-10-2007 #48Banned







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Call me a pessimist but I think june 11 is a hoax. Sony hasnt said anything just 2 guys from a podcast. Hope I'm wrong. Killzone 2 will be awesome. I liked the first one. Guerilla recently claimed that at e3 they will shut the critics up.
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06-10-2007 #49
NICE Terrarim. Fantastic work here.. .Interesting stuff here.
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06-10-2007 #50
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