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Author Topic: Comparable Pc 3d Hardware To X360....  (Read 193 times)

bzerk187

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Comparable Pc 3d Hardware To X360....
« on: October 31, 2005, 02:10:00 PM »

How well does ATI's X850 XT and X1000 series of 3D cards compare to the X360's? The 360 GPU must be similar to some future or current ATI PC 3D card....
  The reason I ask is because with the past several generations of consoles, the PC market had something that looked significantly "better" at the time of the (consoles) launch. Will a console (X360) finally be superior to the PC? (At least for a little while?)
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Shawn_

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Comparable Pc 3d Hardware To X360....
« Reply #1 on: October 31, 2005, 02:18:00 PM »

feature-wise it seems that the 360 is way ahead of pc's, although pc cards will have better clock speed, from what i've seen so ar. IMHO
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Joergen

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Comparable Pc 3d Hardware To X360....
« Reply #2 on: October 31, 2005, 05:21:00 PM »

Both the X360 and the PS3 have GPUs from a highly competetive market and these companies dont have AMAZING HYPER TECH up their sleeves. They can only push out technology that the die sizes and available technologies can give.

And factor in that you can SLI the 7800GTX which is (single) faster in almost everything than a X1800XT, you already have a high-end GPU times TWO on the PC, and it actually is about twice as fast in games where the CPU isnt the limiting factor.

The PS3 hype is just ridiculous when people forget that one of the LEADING GPU manufacturers in the world is giving sony 50% of what makes the games and all they talk about is cell cell cell. In 2006 or early 2007 nvidia will hammer anything in the PS3 with their PC part.
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Joergen

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Comparable Pc 3d Hardware To X360....
« Reply #3 on: October 31, 2005, 05:54:00 PM »

And I forgot transparency AA which a new feature in the 7800 series and neither the Xenos nor the X1800 series feature. This means if you use hard translucency for textures (like tree leaves, bushes, grass) their edges will still be jaggy even with 4x FSAA on. Of course the devs should opt for smooth translucency whenever possible to avoid this, but thats not possible if you want to apply shaders to the texture.
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TheMuffinMan

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Comparable Pc 3d Hardware To X360....
« Reply #4 on: October 31, 2005, 07:29:00 PM »

You guys should read the news more often on main page, it clearly states that ATI's latest cards the X 1800's or what not are less powerful than that of the 360's so you'll have to wait to catch up graphics wise. Then you look at the processors and compare.
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m_hael

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Comparable Pc 3d Hardware To X360....
« Reply #5 on: October 31, 2005, 09:06:00 PM »

QUOTE(Joergen @ Oct 31 2005, 07:05 PM)
And I forgot transparency AA which a new feature in the 7800 series and neither the Xenos nor the X1800 series feature. This means if you use hard translucency for textures (like tree leaves, bushes, grass) their edges will still be jaggy even with 4x FSAA on. Of course the devs should opt for smooth translucency whenever possible to avoid this, but thats not possible if you want to apply shaders to the texture.
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bzerk187

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Comparable Pc 3d Hardware To X360....
« Reply #6 on: October 31, 2005, 09:30:00 PM »

QUOTE(TheMuffinMan @ Oct 31 2005, 10:40 PM)
You guys should read the news more often on main page, it clearly states that ATI's latest cards the X 1800's or what not are less powerful than that of the 360's so you'll have to wait to catch up graphics wise. Then you look at the processors and compare.
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incognegro

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Comparable Pc 3d Hardware To X360....
« Reply #7 on: October 31, 2005, 09:32:00 PM »

Yea I think it was the xenos is faster at higher resolutions
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m_hael

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Comparable Pc 3d Hardware To X360....
« Reply #8 on: October 31, 2005, 10:11:00 PM »

a simple example of why Mhz!=Power

robot A has 2 hands and can move them both at 1.0Ghz both at the same time but can only grab 1 lb at a time. @ moving 2lb bricks from one pile to another he essentially rates @ 1Ghz bricks (2 hands per brick.

a different robot ( B ) has 2 hands and can move them both at 0.5Ghz  both at the same time each able to grab 4lb at a time. @ moving 2lb bricks from one pile to another he essentially rates @ 1Ghz bricks (1 hand per brick, 1 brick each hand @ 500Mhz).

Now decrease the bricks to 1lb each... suddenly the picture changes... Robot A rates @ 2Ghz Bricks, Robot B remains the same.

Increase the bricks to 3lb... suddenly Robot A cannot handle it... yet Robot B does things exactly the same and remains at the same speed.


Did the Speed of the CPU (hands) denote the "power" of the system here... from this simple example you should understand that while Ghz are easy to understand... the defining factors in CPU/GPU design and use are not encompassed within the number on the box, nor are all CPU/GPU's the same.
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Joergen

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Comparable Pc 3d Hardware To X360....
« Reply #9 on: November 01, 2005, 11:19:00 AM »

QUOTE(m_hael @ Nov 1 2005, 06:17 AM)
re 4xFSAA - you are most definitely categorically and logically wrong... but its fun to post aint it?
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m_hael

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Comparable Pc 3d Hardware To X360....
« Reply #10 on: November 01, 2005, 11:28:00 AM »

my point was that a hard edge in ANY form is smoothed out by 4xFSAA, granted there are better technques but FSAA doesn't just "miss out" alpha'd edges.... it does nothing with edges at all.. it simply smooths out the ENTIRE screen.
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Joergen

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Comparable Pc 3d Hardware To X360....
« Reply #11 on: November 01, 2005, 11:35:00 AM »

huh.gif
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Joergen

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Comparable Pc 3d Hardware To X360....
« Reply #12 on: November 01, 2005, 11:41:00 AM »

press once get three.
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Joergen

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Comparable Pc 3d Hardware To X360....
« Reply #13 on: November 01, 2005, 11:42:00 AM »

And look I'm not trying to say they are lying and omitted an important feature in the AA, but for me it seems they are not using Adaptive AA and most certainly not supersampling AA (that would quadruple the shader load).
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m_hael

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Comparable Pc 3d Hardware To X360....
« Reply #14 on: November 01, 2005, 05:12:00 PM »

QUOTE(Joergen @ Nov 1 2005, 12:53 PM)
And look I'm not trying to say they are lying and omitted an important feature in the AA, but for me it seems they are not using Adaptive AA and most certainly not supersampling AA (that would quadruple the shader load).
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