Originally Posted by LADev
"The PS3 rendering architecture is designed to be used like this:
The PPE functions as a controller for the entire system.
The SPEs function as the heavy lifters for game logic, physics, and dynamic vertex work. They also are used for some pixel work.
(I've been saying the exact same thing folks)
The RSX functions as the main pixel painter, but it is also used for static geometry.
A PS3 engine will start off with the PPE spawning off tasks to the SPEs and acting as the central control point for the engine. Static geometry is put onto the RSX. PPEs start cranking through tasks in parallel, usually setup to double buffer the data they operate on. A SPE will have its code uploaded, then it starts a DMA fetch for its initial data into to one half its local memory, and then it starts ping ponging back and forth: work through one half the local memory while the second half is being DMAed in, then swap. Ideally you have it setup so that you are effectively hiding almost all of your data loading latencies with the double buffer setup and chaining SPEs together where you do animation, deformation, physics, transformation, lighting all going on in parallel.
The heavy vertex work being done, that data is then sent off to the RSX to be rasterized along with the resident static vertex data. So in effect the PS3's Cell RSX combo is one giant unified rendering system. Depending on the nature of your game, your division of labor between the RSX and Cell will be different. It is entirely possible to do all vertex work on Cell or none. And the same for pixel painting.
What the design of the PS3's rendering architecture brings to developers is the unification of your physics, collision, dynamics, and geometry. On systems like desktop pcs or the 360 you have a division between your geometric data and collision/physics data with each of them sitting in GPU and CPU space respectively. The latest Factor 5 interview talks in general about this design of the PS3 and the Lair engine.
The RSX does exactly what it was designed to do, have the pixel painting power to handle 1080p output. The extra vertex power is a nice addition. The RSX in isolation is not very interesting to talk about. Or is a comparison to standard desktop graphics cards or the Xenos."
Gary Green said: You’ll be forgiven if you haven’t heard of the Ar Tonelico trilogy. The previous two games arrived so late in the PS2’s life-cycle that they simply went unnoticed. While most were tinkering with their shiny new PS3s, Ar Tonelico: Melody of Elemia and Ar Tonelico II: Melody of Metafalica were being ‘returned to sender’ by your local Game stores. Luckily, you won’t need to have played them to understand and appreciate this third and final chapter, Qoga (pronounced k-yoga) tells the story of a racial war between humans and Reyvateils, a breed of biologically produced female cyborgs capable of reproduction, while still having a digital mind.
Oh my god. I kinda wish this would get a remaster on PS5, it would be awesome. One of my favorite games on PS3.
That and 3D Dot Game Heroes. It's a shame that some stuff is stuck on PS3.
Ar Tonelico 3 is good I still prefer the first AT game. The music is solid in all the games and Akiko Shikata is a very talented singer bringing life to the game. Only annoying part is well I find is Saki I always choose Finnel or Tyria. KOEI so needs to HD remaster the franchise along with Ar Nosurge and Ciel Nosurge since it never came to North America. I would day one the Ar Toneliceo games and Ar Nosurge if they were remastered.
I still have the limited edition of Qoga unopened. Unfortunately it never went up in value like I had hoped all these years.
Used to own all these quirky JRPG on ps3 good times. Wish I would have kept them all
Gary Green said: We have a juxtaposition of 2D and 3D visuals, flashy turn-based combat, quirky anime characters with cheeky dialogue with plenty of partial nudity; Yes, this is a Compile Heart JRPG. Whilst the engine is borrowed from Hyperdimension Neptunia mk2, Mugen Souls is more of a Disgaea spin-off. It’s not a strategy RPG as such, it merely sits within Disgaea’s ever-expanding universe (Multiverse? Netherverse? Your guess is as good as mine). You won’t find cameos though, since Mugen Souls is a franchise which aims to stand on its own two feet.
Huzaifa from eXputer: "2008 was home to the likes of Call of Duty: World at War, Dead Space, GTA 4, Far Cry 2, Left 4 Dead, and many other hits, which is outright remarkable."
Just about every year in the 7th generation was great and something we most likely won't experience again.
2009 for example had Assassin's Creed 2, Batman: Arkham Asylum, Dragon Age: Origins, Uncharted 2, Halo 3: ODST, Killzone 2, Borderlands, Bayonetta, and Demon's Souls to name a few.
RSX specs are in and Teamxbox and Ps3forums ( BIGGEST GAMING) rivals are at it again. Extreme fanboyism and facts.
here comes another flame war! :(
Your assumption is based on the idea that the PS3's graphics are better, and thus far, head to head titles prove otherwise.
Flame War waiting to happen..
This was posted by a developer, because of this i think is important that it was posted. But this is a good question though, if the xenos or however the hell you spell is so powerful, why does the ps3's gfx look better ?