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[GM]Microsoft shows off future graphic tech for Xbox 360 - Page 4

post #31 of 108
Keep in mind that these are just flythroughs of a world.
Games have alot more than the static world going on to use up system resources.
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post #32 of 108
Please change title to "Microsoft still hasn't played a single modern PC game, but they have artist renderings of what it might look like"
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post #33 of 108
why does it have xbox 720 on vid titles? is this 360 or 720? confusing. o.0
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post #34 of 108
I didn't fully get the following:

Is this an upgrade to the current Xbox 360's GPU (for use with the current gen Xbox) or future tech for the next MS console?
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post #35 of 108
The textures are still a solid meh and there's no antialiasing and it looks like it was 360p or 480p scaled up to 720p. But the environment detail is pretty impressive. But even with only static objects the framerate looked to be dropping below the 20s at time. We certainly won't see anywhere near this level of detail in actual 360 games.


Now imagine that level of environment detail implemented via DX11 tesselation at native 1080p with 8x MSAA and 16x AF with larger textures, DX10/11 lighting and particle effects, and actually playing a game in that environment. All being rendered realtime at 60fps.

That's what PC gamers should be getting, using multiple HD6900 or Fermi GPUs, and would be getting if 99% of the games industry wasn't stuck in DX9 world with the Xbox 360.
post #36 of 108
Quote:
Originally Posted by PanicProne View Post
I didn't fully get the following:

Is this an upgrade to the current Xbox 360's GPU (for use with the current gen Xbox) or future tech for the next MS console?
New rendering techniques to be used with the current Xbox 360.
post #37 of 108
Its funny that they use any possible feature these consoles have but for PC most are unused.
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post #38 of 108
Still going to look like rubbish at TV pixel density; however ports won't look like GTA IV anymore.
 
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post #39 of 108
Nice find +rep.

Quote:
Originally Posted by Phaedrus2129 View Post
The textures are still a solid meh and there's no antialiasing and it looks like it was 360p or 480p scaled up to 720p. But the environment detail is pretty impressive. But even with only static objects the framerate looked to be dropping below the 20s at time. We certainly won't see anywhere near this level of detail in actual 360 games.


Now imagine that level of environment detail implemented via DX11 tesselation at native 1080p with 8x MSAA and 16x AF with larger textures, DX10/11 lighting and particle effects, and actually playing a game in that environment. All being rendered realtime at 60fps.

That's what PC gamers should be getting, using multiple HD6900 or Fermi GPUs, and would be getting if 99% of the games industry wasn't stuck in DX9 world with the Xbox 360.
99% of the gaming industry lack DX11 hardware, even on PC and 99% of the gaming world don't have 6x00 series from ATI or 5x0 series from Nvidia.

I laugh when PC games proclaim such a thing when enthusiast like us make up only 5% of gaming in terms of population and spending.


Quote:
Originally Posted by ZealotKi11er View Post
Its funny that they use any possible feature these consoles have but for PC most are unused.
All 80 million PS3s and X360s are exactly a like.

80 million PCs? There is an infinite amount of variation across that many PCs so making a game that takes advantage of specific features would alienate a lot of gamers.


Quote:
Originally Posted by TFL Replica View Post
It's unlikely to be used for cross platform titles. Even if it was there would still be no guarantee of any DX11 tessellation.
It says in the article that its for 360-exclusive so I'm hoping Crytek will use this technology for Project Kingdoms.

Quote:
Originally Posted by rmp459 View Post
it definitely better , but its still going to be upscaled 720p tho =\\
Most 360 games are native 720p with a dose of 2-4x anti-aliasing. Unlike the PS3, 360 has 10mb of EDRAM which acts as an additional frame buffer with 256Gb/s bandwidth.

Quote:
Originally Posted by almighty15 View Post
It's nothing special

1. The 'Xenos' GPU inside the console is powered by ATI's first ever tessellation unit. We're on the 6th generation ATI tessellator now ( 6900 Series ) so I can imagine that overall tessellation performance on Xenos would be quite poor.
Hardware tessellation != software tessellation

Quote:
Originally Posted by almighty15 View Post
2. It's a technology demo that only uses simple shaders and textures, No on screen activity and little to no background activity. Overall it looked like a game from 3-4 years ago.
Its a tech demo demonstrating tessellation and polygon meshes, not shaders or textures so I'm not sure why animation would be a cause for concern. Thank you for you opinion.

Quote:
Originally Posted by almighty15 View Post
3. Tessellation meshes eat memory, So I would expect anything remotely complex to be a big rarity due to the 512mb memory X-box 360 has, This would also leave less memory in real games for shaders, textures and other game assets.
Uh, that is very little memory penalty with tessellation...

Quote:
Tessellation has multiple advantages. It enables very compact storage of geometric data. Only the control points of the mesh are stored in memory, and the additional vertices generated remain in the graphics pipeline, which saves memory and bandwidth. Another advantage is that tessellation enables the use of dynamic LOD (levels of detail). The closer a mesh is to the camera, the more detailed it needs to be. Conversely, if it’s farther away, using a huge number of triangles is not only superfluous, but it can also be a huge drag on performance since the rasterizers and shader units aren’t at ease with triangles that are too small.
Quote:
Originally Posted by almighty15 View Post
4. In console terms it still doesn't give 360 any advantage over Playstation 3 as the SPU's in Cell would completely out tessellate 360's GPU.
You smell like a fan boy. Most multiplatform games look and run better on 360 because, you guessed it, 360 is easier to develop for.

The SPUs inside the Cell couldn't keep up with a dedicated GPU at doing the same task. The same task on a GPU would be much faster but that was never the point of the Cell which was to aid the RSX in rendering.

The heavy lifting is still done by PS3's RSX.

As we all know by now, Xenos is a generation ahead of RSX in terms of design.

Quote:
Originally Posted by almighty15 View Post
5. Now whether or not this pays off for us PC gamers remains to be seen

Edited by BizzareRide - 3/20/11 at 2:49pm
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post #40 of 108
Cool story bro.

Now the power brick in the 360 will eat 500W, as opposed to the 350W the 360 ate.
   
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