Next-Gen Console CPUs Not Up to Hype
rAiNsT0rm writes "Anandtech follows up their initial in-depth coverage of the Xbox 360 and PS3 CPU with the real truth about the next-gen consoles' Poor CPU Performance. From the article: "Speaking under conditions of anonymity with real world game developers who have had first hand experience writing code for both the Xbox 360 and PlayStation 3 hardware (and dev kits where applicable), we asked them for nothing more than their brutal honesty. What did they think of these new consoles? Are they really outfitted with the PC-eclipsing performance we've been lead to believe they have? The answer is actually quite frequently found in history; as with anything, you get what you pay for."" Update: 06/30 21:11 GMT by Z : The original article disappeared from Anandtech, so I've changed the link to point to the story as hosted by Google Groups.
Physics processors came too late for this generation of consoles. This will really put PCs over the top. This should be coming out by the end of the year.
Transcend Humanity. Please.
I know some people who run current-gen consoles thru scalers (or use their HD set's scaler) have issues with lag: microseconds between when a controller is actuated and when the effect is displayed onscreen.
Scaler folks have had issues with HD upconversion lag when it comes to, say, DVDs. However, many HT receivers will let you customize your audio delay to compensate since lag should be fairly consistent. There's really no compensation for gaming, unless you're psychic.
Presumably, the next gen of consoles (along with decent GPUs in general purpose computers) will not have this issue since their output resolutions bypass scalers. However, some of the upcoming 1080p sets (Samsung at least) will not take 1080p via their HDMI inputs, so they'll deinterlace 1080i internally, and beyond picture quality concerns this may impact when it comes to lag. Or, use their RGB ins and suffer from D->A->D conversion.
I heartily agree. I'd like to go back and play the old LucasArts games like Monkey Island, Indiana Jones and the Fate of Atlantis, and Day of the Tentacle. I need to put together an old 486/DOS box so that I can load up my old Sierra (Space/King's Quest) and Origin (Wing Commander, Ultima) games. I keep saying it: Computer game companies could make a ton of money by simply updating their old classics to play easily on new computers. I don't even really care about updated graphics. I know that there are things like ScummVM that allow you to play some games and fix up the graphics a bit, but it requires the original disks, which I have but cannot use (no 5.25"/3.5" floppy drives). I, for one, would pay a lot of money to get copies of my old games that Just Work on my newer machines.
... How appropriate, you fight like a cow!
You fight like a dairy farmer!
This article really seems to take the wind out of their sails regarding what's being boasted 'under the hood' and what it's actually capable of doing.
:)
But I look at a game like doom3 running on a xbox. Yes it's low res and yes I read their changed some of the levels so there isn't as much draw distance (like removing a window from a corridor etc).
But still, it's doom3 running on what is a 733 mhz cpu with ONLY 64 megs of ram and doing a pretty good job of it.
Whereas my p4 1.6 with only 128 megs of ram (really need to upgrade) and a gf4ti4200 runs doom3 like shit. Downright unplayable. Heck I wish I could have the xbox version of doom3 to run on my pos system.
My point? Well, history has shown that the developers will eventually make these systems do tricks that no one initially thought the systems were capable of. But the pc is such a moving target with so many configurations that we don't see near as much optimizations.
But I'm a pc gamer for life and mainly cause I hate exclusive agreements and would love to see these systems be a disappointment.
I miss the days (snes/genesis) where only 1st party titles were exclusive (mario vs sonic) and with pretty much all other titles it was may the best console win.
How much do they offer these developers to only play on one side of the fence? I think one of the biggest first exclusive agreements was tombraider on the ps1. But what I always liked was the pc was ignored in these agreements. Doesn't seem to be the case these days. Cough, halo, cough. And I'll never forgive the developers dropping the pc with the oddworld series. Ok way OT now I'll stop rambling.
I do think they must have been talking to PC developers or something, especially when they say things like the original Xbox was limited by a slow CPU and "only" 64 MB of memory. At least when co-developing with the PS2, it felt like the Xbox had gobs of CPU time and RAM, and the limiting factor was fill rate and memory throughput.
Also, as someone who's written non-graphics VU0 code, to me the SPEs look like a walk in the park. Integer multiplies? We can use C? Read *and* write memory without CPU intervention? Sounds pretty good to me, although of course it will probably be hard to find enough tasks that are a natural fit to the SPEs, not to mention multi-platform issues.
I remember when we first moved to PS2 development from the PC, and all the PS1 developers were saying how awesome the seemingly crippled PS2 was and I thought they were delusional. Now I feel like an old codger telling the kids how in my day we had to pair our instructions by hand, and we liked it! Actually, I am kind of sad to see the end of the PS2; while I've certainly done my share of cursing at a black screen or a 30 page DMA log, it has been pretty satisfying to pull off all the various hacks you do to get stuff running on a PS2, plus the nice feeling that doing all your graphics straight to the metal without a single library call. I think those days are over, and in ten years, nobody will care that we once got MSKPATH3 to work with DMA call/return or whatever. Such is life.