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Grand Theft Auto IV

$teauA

Superstar


Trailer #3:



I'm so hyped up for this game :bouncy:
 

Áļéאָ

Fan Favourite
skiptomylou;2450727 said:
Damn, I hate not having a PS3. Or planning on getting one anytime soon.

isnt this supposed to be made for sexbox and then ported to ps3?

gfx on them consoles are starting already to look outdated, not much but still..

anyway I'm off to FM. Or Crysis// bah, FM (H)
 

$teauA

Superstar
Áļéאָ;2450797 said:
isnt this supposed to be made for sexbox and then ported to ps3?

gfx on them consoles are starting already to look outdated, not much but still..

anyway I'm off to FM. Or Crysis// bah, FM (H)

outdated are you crazy? i'd say 95% of the games that have come out haven't even used the full potential of those systems. check out a game like uncharted on the ps3 and then talk about outdated.

PS: It's coming out on both PS3 and Xbox at the same time.
 

ShiftyPowers

Make America Great Again
It's delayed because programming for the PS3 is so complicated and time consuming. If it was an X-Box exclusive, the game would already be out.
 

Back Door Skip

Pedro
Staff member
Áļéאָ;2450797 said:
isnt this supposed to be made for sexbox and then ported to ps3?

Yeah, but I'm a bias Play Station fanboy. So I don't even really think about the 360, even though it's probably better than the PS3 overall. Nothing against Xbox, I just don't know much about it... I don't think I'm getting the chance to play this game unless my brother ends up buying a PS3 or 360, anyway. :(
 

Áļéאָ

Fan Favourite
ShiftyPowers;2450917 said:
It's delayed because programming for the PS3 is so complicated and time consuming. If it was an X-Box exclusive, the game would already be out.

Yeah, developers have been moaning ever since they got their developer kits or whatever they call'em. It's that damn processor Sony claims is from a different planet. (which has been kinda proved from other uses its been put to do that its doesnt really offer much more than great PIs).

As for the non-taking advantage part, I dont know all the console games, just the high profile releases, and all I'm saying is that the gfx altho still good, they just start to look not as good as high end PC game gfx. probably not due to lack of processing power (at least not before Q2 2008 and Nehalem) but due to lack of memory (just 512mb which is pretty low for todays standards) and lack of GPU power. It's already 3/5 of computer GPUs (PS3 has the so named RSX which has the same transistor count as G70, because it is G70 and xbox has what can only be called as a premature R600 chip) and there hasnt even been a really new GPU since late 2006 with G80. (G92 is practically just a die shrink of G80)
Damn you Amd-Ati for lack of competition.. :(


If anyone is interested...


GPU 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 - 250 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

In other words, Xbox - more advanced GPU, both consoles about same clock speeds, Xbox more Graphics memory, but ps3 has just one Central GPU, while Xbox has a GPU with less raw power but also has another, smaller one, with uber fast 10mb size memory for very graphically demanding ****. (H) In other words both consoles can be faster or slower than the other depending on.. circumstances. (H)

Now I'll just crawl my self back to the hardware forum.. or I could start comparing to currently available computer hardware... (H)

oh... ok, I'll just go hardware side :(
 

Ubik Valis

Croatian Viking
Áļéאָ;2450979 said:
Yeah, developers have been moaning ever since they got their developer kits or whatever they call'em. It's that damn processor Sony claims is from a different planet. (which has been kinda proved from other uses its been put to do that its doesnt really offer much more than great PIs).

As for the non-taking advantage part, I dont know all the console games, just the high profile releases, and all I'm saying is that the gfx altho still good, they just start to look not as good as high end PC game gfx. probably not due to lack of processing power (at least not before Q2 2008 and Nehalem) but due to lack of memory (just 512mb which is pretty low for todays standards) and lack of GPU power. It's already 3/5 of computer GPUs (PS3 has the so named RSX which has the same transistor count as G70, because it is G70 and xbox has what can only be called as a premature R600 chip) and there hasnt even been a really new GPU since late 2006 with G80. (G92 is practically just a die shrink of G80)
Damn you Amd-Ati for lack of competition.. :(


If anyone is interested...


GPU 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 - 250 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

In other words, Xbox - more advanced GPU, both consoles about same clock speeds, Xbox more Graphics memory, but ps3 has just one Central GPU, while Xbox has a GPU with less raw power but also has another, smaller one, with uber fast 10mb size memory for very graphically demanding ****. (H) In other words both consoles can be faster or slower than the other depending on.. circumstances. (H)

Now I'll just crawl my self back to the hardware forum.. or I could start comparing to currently available computer hardware... (H)

oh... ok, I'll just go hardware side :(

I think I speak on behalf of everyone here, when I say: "Tae fu*k you on about, you geek ubergreek?" :(
 

RobbieD_PL

Unreliable deceiver
Staff member
Moderator
Bonzi;2451027 said:
Robbie will be upset - the background song is perfomed by Seryoga (:/)

It's not just Seryoga, but a German gaestarbeiter called Azad too.



2 Kaiser, poluchaj try ydar.
Azad moj brat', Seryoga mein Bruder.
Es kommen 2 Kaiser, regieren zwischen Ost und West,
Dva imperatora prishli chto sejat strakh i zhest.


Molotov-Ribbentrop all over again :(
 

Tom

That Nice Guy
Has anyone else felt really bored since the first couple of posts in this thread? I've literally just skimmed the last 5/6/7 posts and yawned.

No offence like, but i dont wanna be reading about some wigga-rappa in a game thread, even if that game is the ghettoist game there is.
 

Bonzi

Starting XI
Tom;2451060 said:
Has anyone else felt really bored since the first couple of posts in this thread? I've literally just skimmed the last 5/6/7 posts and yawned.

No offence like, but i dont wanna be reading about some wigga-rappa in a game thread, even if that game is the ghettoist game there is.
Blame Alex.
 


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