xboxscene.org forums

Pages: 1 2 [3] 4 5

Author Topic: Forza Motorsports 2  (Read 1162 times)

Ballz2TheWallz

  • Archived User
  • Hero Member
  • *
  • Posts: 776
Forza Motorsports 2
« Reply #30 on: September 27, 2005, 01:37:00 PM »

QUOTE(KAGE360 @ Sep 27 2005, 06:56 PM)
i dont know much of what enhancements come with each direct x version.  you are right about the "RSX" GPU being nothing more then a over-clocked geforce 7.  and the rendering software used for the 360 (Shader Model and Direct X) is ahead of what will be used in the ps3 so that is why i dont understand why people think that the ps3 will have better rendering quality then the 360.  also, i never knew however that the ps3 used opengl.
Logged

Deftech

  • Archived User
  • Hero Member
  • *
  • Posts: 4747
Forza Motorsports 2
« Reply #31 on: September 27, 2005, 01:50:00 PM »

Unreal 3 engine supports both DirectX and OpenGL api's.

Logged

KAGE360

  • Archived User
  • Hero Member
  • *
  • Posts: 2445
Forza Motorsports 2
« Reply #32 on: September 27, 2005, 02:08:00 PM »

personally i think there is a place for each engine (source and doom3).  but its hard to compare the engines because there are a few games that are using the doom3 engine and only a couple that use source.  everything that is using the doom3 engine has a similar setting as doom 3 except for quakewars (which looks rather impressive) and the only other game i know to use the source engine is that crap vampire game (which looked like ass to me).  to me none of it matters in the end as the number 1 engine now is the unreal3 engine and we know that the 360 pushes that engine mighty nice.  

Logged

deftonesmx17

  • Archived User
  • Hero Member
  • *
  • Posts: 960
Forza Motorsports 2
« Reply #33 on: September 27, 2005, 03:44:00 PM »

QUOTE
While it's true that the X800 series didn't have SM 3.0, that's not the card in the 360.

Did I say it was? I think not.
QUOTE
The 360 uses the R520 which has BEYOND SM3.0 so your statements are inaccurate.

What statement? My statement was fully accurate. I shall recap them

"As far as I am concerned, the xbox 360 will have lower Shader Models, seeing as ATI has no SM 3.0 boards yet and the x360 chip might be the first to get them."

Did you catch that part in bold?

Thats right, the xbox 360 was already done, making it the first completed ATI chip with anything past SM2.0. Also the xbox 360 chip is the R500.
Logged

KAGE360

  • Archived User
  • Hero Member
  • *
  • Posts: 2445
Forza Motorsports 2
« Reply #34 on: September 27, 2005, 04:27:00 PM »

QUOTE(deftonesmx17 @ Sep 27 2005, 05:55 PM)
Did I say it was? I think not.
Logged

deftonesmx17

  • Archived User
  • Hero Member
  • *
  • Posts: 960
Forza Motorsports 2
« Reply #35 on: September 27, 2005, 04:46:00 PM »

QUOTE(KAGE360 @ Sep 27 2005, 06:38 PM)
but its also the first from ANY card company to get beyond SM 3.0 technology.

And can you explain what beyond SM 3.0 is? Last time I checked, the CineFX 4.0 engine of the 7800 series allows for an infinite amount of shader operations. What is beyond infinite? There are no harware limitations on both vertex and pixel shader instuctions sets length with the CineFX 4.0.
Logged

Deftech

  • Archived User
  • Hero Member
  • *
  • Posts: 4747
Forza Motorsports 2
« Reply #36 on: September 27, 2005, 04:46:00 PM »

pop.gif
Logged

deftonesmx17

  • Archived User
  • Hero Member
  • *
  • Posts: 960
Forza Motorsports 2
« Reply #37 on: September 27, 2005, 04:49:00 PM »

QUOTE(Deftech @ Sep 27 2005, 06:57 PM)
I feel left out so I'll chime in...

the R520 doesnt/wont have 48 shader pipes like the R500 does. That wont happen until the next iteration of Cores.

Ok I feel better    pop.gif

 beerchug.gif     yum 48 shader pipes love.gif
Logged

KAGE360

  • Archived User
  • Hero Member
  • *
  • Posts: 2445
Forza Motorsports 2
« Reply #38 on: September 27, 2005, 05:02:00 PM »

QUOTE(deftonesmx17 @ Sep 27 2005, 06:57 PM)
And can you explain what beyond SM 3.0 is? Last time I checked, the CineFX 4.0 engine of the 7800 series allows for an infinite amount of shader operations. What is beyond infinite? There are no harware limitations on both vertex and pixel shader instuctions sets length with the CineFX 4.0.
Logged

Ballz2TheWallz

  • Archived User
  • Hero Member
  • *
  • Posts: 776
Forza Motorsports 2
« Reply #39 on: September 27, 2005, 05:06:00 PM »

hey deftones,look up articles on quality of SM 2.0B vs 3

majority show insignifigant differnences,and from my knoweldge ati has 2B in the 9800 series to....i belive
Logged

whiteblur67

  • Archived User
  • Sr. Member
  • *
  • Posts: 256
Forza Motorsports 2
« Reply #40 on: September 27, 2005, 06:54:00 PM »

rotfl.gif

right now nvidia is kicking ati ass in the pc gaming market
i have a 6600 gt and the only game that runs bad is F.e.a.r.

wind waker is a cel shaded game with low poly counts its would look the same on the dreamcast

both systems are going to look great
as long as the jagges are gone forever im happy
Logged

Ballz2TheWallz

  • Archived User
  • Hero Member
  • *
  • Posts: 776
Forza Motorsports 2
« Reply #41 on: September 27, 2005, 07:20:00 PM »

jaggies arent gone....there reduced
Logged

deftonesmx17

  • Archived User
  • Hero Member
  • *
  • Posts: 960
Forza Motorsports 2
« Reply #42 on: September 28, 2005, 07:24:00 AM »

QUOTE(KAGE360 @ Sep 27 2005, 07:13 PM)
also if there is no hardware limitations with CineFX 4.0 then why did sony post their specs to have 98billion shader operations?  its basically an overclocked 7800 in the ps3 so in theory wouldnt they been able to say infinite shader operations if they wanted to over-exagerate their specs even further??

Shader Operations per second and shader instruction length are two different things. Sure it can only do 98billion a second, but the length of the shader program can be infinite.

About the shader models. With 2.0 you are allowed 160 instructions for pixel shaders and 1024 instructions for vertex shaders. With 2.0B you are allowed 65,280 vertex instructions and 16 pixel shaders per rendering pass. With Nvidias second generation SM 3.0 engine (CineFX 3.0 being the first with CineFX 4.0 being the second) They allow for, like I said, infinite length shader instructions.
Logged

KAGE360

  • Archived User
  • Hero Member
  • *
  • Posts: 2445
Forza Motorsports 2
« Reply #43 on: September 28, 2005, 08:27:00 AM »

QUOTE(deftonesmx17 @ Sep 27 2005, 06:57 PM)
And can you explain what beyond SM 3.0 is? Last time I checked, the CineFX 4.0 engine of the 7800 series allows for an infinite amount of shader operations. What is beyond infinite? There are no harware limitations on both vertex and pixel shader instuctions sets length with the CineFX 4.0.
Logged

Ballz2TheWallz

  • Archived User
  • Hero Member
  • *
  • Posts: 776
Forza Motorsports 2
« Reply #44 on: September 28, 2005, 05:24:00 PM »

and deftones,being a sony enthisiats that you are,do you remeber that EA created a custom shadeing technology for ps2 to make chaos theory with
Logged
Pages: 1 2 [3] 4 5