Astral Dog
Member
They just mention data processing , if the game came out on multiple disks it would work fine (with more loading),it just won't be that easy to simply copy paste without adjustments
I'm pretty sure it is the lower figure because it divides correctly by the 3.2Ghz clock. But will read the wiki more thoroughly and update if it isn't the 25.6gflop figure.Thanks for the insight. I also had the higher SIMD saturation in mind leading to much higher efficiency making 1:1 compute comparisons somewhat misleading (as it tends to happen). And just to confirm the theoretical max; is the official figure for CELL PPU 33.8 GFlops or 25.6 GFlops (just like the SPEs)? Is it the exact same core as the Xenon one? I've had some difficulties to find the official Sony/IBM figures concerning those points.
The thing with wikipedia is it's quite ofen misleading/inaccurate. The article puts CELL's whole computational power at 153 GFlops which is of course false because that is solely the sum of 6 SPEs excluding the PPU, which exists and also has a FPU adding to the computational whole. The 7th SPE for the OS is also there and functioning at 25.6 GFlops but not available to developers. Meanwhile the Xenon article has no problem putting at it 115 GFlops (max/full chip) without excluding any PPU for this instance and without accounting for the OS reserve, odd really.I'm pretty sure it is the lower figure because it divides correctly by the 3.2Ghz clock. But will read the wiki more thoroughly and update if it isn't the 25.6gflop figure.
The Xenon wiki makes no such claim of any performance, and the Cell BE wiki references the Xenon directly below this paragraphThe thing with wikie is it's quite ofen misleading/inaccurate. The article puts CELL's whole computational power at 153 Glops which is of course false because that is solely the sum of 6 SPEs excluding the PPU (for some reason) which also has a FPU adding to the computational whole. The 7th SPE is also there and functioning at 25.6 GFlops but not available to developers. Meanwhile the Xenon article has no problem putting at it 115 GFlops (max/full chip) without excluding any PPU for this instance and without accounting the OS reserve, odd really.
Sorry, that was the Xbox 360 technical specifications article which gave the 115 GFlops figure instead, my mistake. In Central Processing Unit subtitle:The Xenon wiki makes no such claim of any performance, and the Cell BE wiki references the Xenon directly below this paragraph
" PPE consists of three main units: Instruction Unit (IU), Execution Unit (XU), and vector/scalar execution unit (VSU). IU contains L1 instruction cache, branch prediction hardware, instruction buffers, and dependency checking logic. XU contains integer execution units (FXU) and load-store unit (LSU). VSU contains all of the execution resources for FPU and VMX. Each PPE can complete two double-precision operations per clock cycle using a scalar fused-multiply-add instruction, which translates to 6.4 GFLOPS at 3.2 GHz; or eight single-precision operations per clock cycle with a vector fused-multiply-add instruction, which translates to 25.6 GFLOPS at 3.2 GHz.[36]"
This text gives a clear statement that the performance number is derived directly from the 3.2GHz clock x 8 flops of the FMA VMX vector unit per clock to give the 25.6GFLOPS.
So I'm pretty sure it is the same for all PPEs and SPEs, just that PPEs operate at single digit Gflops for the main thread core and at best just into double digits for cores doing vector maths, whereas the SPEs when used properly are doing most of their theoretical maximum.
They were with donut drakeLooking back at it now, the uncharted games weren't doing anything special. Hell if anything drake's animations were the most impressive aspect. I remember a guy arguing the animations were a bluray feature hahaha
... How are we reaching 115 GFlops in this case?
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Very high quality post processing effects, antialiasing, physics and even animation; all CELL's forte in the right hands.I'd argue that Uncharted 3 felt more impossible than UC 2.
I'm still waiting for a 2024 video game (either on PC or consoles) to offer a more impressive playable sequence...I'd argue that Uncharted 3 felt more impossible than UC 2.
I bet it's because deep down you knew the PS4 was capable of more. TLOU 2 and Horizon FW proved that. With UC 3's release I knew that the PS3 had reached it's peak.I'm still waiting for a 2024 video game (either on PC or consoles) to offer a more impressive playable sequence...
I may sound heretic, but for me even UC4 setpieces weren't that impressive, despite PS4's 1.84TF raw power.
Of course I know that the PS4 is 5-10 times more capable than the PS3, but you know what?I bet it's because deep down you knew the PS4 was capable of more. TLOU 2 and Horizon FW proved that. With UC 3's release I knew that the PS3 had reached it's peak.
I know that people like to point to TLOU 1 and God of War 3, but I always felt that Uncharted 3 had beaten both of them, graphically and fidelity-wise.
While true there might be some new blood, when it comes to graphical capabilities, they have yet to prove any of us wrong. TLOU 2 was a definite leap, to the point where the remaster on PS5 had almost zero changes. I fully expect their next game to go head-to-head with whatever the greatest UE 5 title will be, when it releases.ND of 2011 (UC3) is not the same as ND of 2016 (UC4)... let alone ND of 2024. I don't have high expectations anymore
Graphics-wise, yeah, TLOU2 is pretty good, but I was talking about setpieces... even TLOU1 wasn't a setpiece-heavy game, it's more "grounded".While true there might be some new blood, when it comes to graphical capabilities, they have yet to prove any of us wrong. TLOU 2 was a definite leap, to the point where the remaster on PS5 had almost zero changes. I fully expect their next game to go head-to-head with whatever the greatest UE 5 title will be, when it releases.
I remember her saying UC3 was modelled around setpieces (like the ship sequence) and then they wrote the story, not the other way around.
Druckmann's approach is a very different compared to Amy's...
It felt disjointed because Graham McTavish had to leave to shoot a movie in New Zealand, IIRC.Which explains why U3 feels so disjointed in so many parts in comparison to the fantastic pacing of U2
Druckmans's U4.. half the game is a slog and went the more grounded path which is sad because U4 has the best gunplay and moment to moment combat in the series, but the set pieces are severely lacking in general