How did it even ran with only 268mb of ram?

How did it even ran with only 268mb of ram?

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  1. 3 weeks ago
    Anonymous

    Very optimized assets and streaming from the bluray and hard drive, like the PS2 did.

    • 3 weeks ago
      Anonymous

      >Very optimized assets
      >PS3 era

  2. 3 weeks ago
    Anonymous

    My pc only has 300 something mb of ram and i can run basically anything

    • 3 weeks ago
      Anonymous
  3. 3 weeks ago
    Anonymous

    Games were optimised specifically for the hardware and the console didn't have as much OS overhead.

    • 3 weeks ago
      Anonymous

      that's BS, most ps3 games were build for the xenon 360 then sloppily ported

      • 3 weeks ago
        Anonymous

        lol no they weren't.
        After the octopiler came out for PS3, most devs switched.
        All the whiny morons that can't program quickly shut up because the hard work was done for them.
        Games made for PS3 and ported to 360 ran better because Cell forced devs to make more optimal code by unrolling branching code, which is horribly fricking slow in both processors, but especially so on PS3 because it only had 1 PPE. (if statements, basically, but that's only one chunk of branching code)
        The unrolled code ran better on both processors, by a huge margin.
        Branch heavy code has so many interrupts that it bogs down processors with useless time-wasting shit. So even though Xenon had thrice as much branch prediction, it was still better to ignore its existence entirely.
        All the shitty hacks we had over the past decade against CPUs were literally exploits of branch prediction, which themselves were hacks to speed up processing. (by pre-processing failed branches and dropping the failed paths and picking only the successful one when the branch is finally reached, yes, your CPU right now is doing this)

        • 3 weeks ago
          Anonymous

          Eh there were other issues too like FPU/VMX operations taking too long because of bad aliasing, meaning devs couldn't get good scheduling going. A short supply of global regs, PPU being too high latency on floating point compares, variations in MT latency.
          Few devs if any even used Octopiler, it was more used on the supercomputing side of things because that's where the coders who could benefit from it were. It was a shitty setup for all but the 1% of devs.

        • 3 weeks ago
          Anonymous

          Xenon's branch prediction was problematic not because of branch heavy code but due to the side effect of the xdcbt prefetch function they added to compensate for the pathetically low cache size on CPU (xdcbt needed for perf but two cores have different memory views = incompatible = crash)
          Shitty BP would lead to memory incompats and execution of speculative prefetches as if they were real xdcbts.

          https://randomascii.wordpress.com/2018/01/07/finding-a-cpu-design-bug-in-the-xbox-360/

          The CPU was a real monster, it's a shame they starved it of much needed cache.

          • 3 weeks ago
            Anonymous

            Yeah.
            Sony as well with the SPEs, the local memory, if they had more, it would have been able to do so fricking much more.
            Devs having to stream data around them really limited things for them.
            Capability wise it'd have outperformed PS4s processor. Slap a better GPU in there and it'd have been half-way to PS5.
            IBM really fricking dropped the ball with Cell. Ironically the overall idea of a beefy pipeline of simple cores ended up becoming the foundation of modern GPUs lmao
            Hell, IBM dropped the ball with everything, company is too monolithic for its own good, such a shame. I used to help out in their developerWorks and alphaWorks stuff.

        • 3 weeks ago
          Anonymous

          "Frick the PS3 architecture." -Anonymous Crytek developer.

          • 3 weeks ago
            Anonymous

            Every dev honestly. This is from Sweeney himself

            https://iiswc.org/iiswc2008/sildes/keynote_1.pdf (pg 80)

            • 3 weeks ago
              Anonymous

              What year was this written? seems like 2008? Yeah GPGPU was bad because CUDA was only a year old and the only other thing was 360 specific (MEMEXPORT)
              >that slide suggesting we'd have 100 core CPUs by 2020
              >transactional memory
              >Games are the only "Teraflop class" workloads
              >1024x MSAA
              >graphics APIs are "legacy"
              Jesus they had some wild ideas back then

              • 3 weeks ago
                Anonymous

                He presented this somewhere between September 14-16 2008 iirc, full of really wild ideas. Even going back to software rendering kek but that's Uncle Tim for you.

  4. 3 weeks ago
    Anonymous

    Why did the skimp so much on the RAM/VRAM? When this released it was about $1,000USD in today's money, it should've had 4GB RAM/VRAM for that price.

    • 3 weeks ago
      Anonymous

      The 360 would've launched with 256MB RAM as well if Epic hadn't pleaded with Microsoft to add more.

      • 3 weeks ago
        Anonymous

        That was Bethesda for Oblivion

        • 3 weeks ago
          Anonymous

          Epic too.
          >When Microsoft was finalizing hardware specifications for Xbox 360, they apparently asked developers to make a choice: a bundled hard drive standard to every Xbox 360 or 512MB RAM, compared to the previously planned 256MB RAM. Epic Games' VP Mark Rein told this story at an Xbox Community Party in Canada recently, as recorded in a Major Nelson podcast and picked up on by Team Xbox.

          >Epic Games chose RAM and produced a screen shot of what Gears of War would look like with just 256MB RAM for Microsoft. "...the 512 megs of RAM was way more important, cause otherwise you couldn't do this level of graphics if you had to both write your program and do your graphics in 256 megs. Nothing would really look that HD," he said.

          >Despite the costs, Microsoft gave into the pressure. "So the day they made the decision, we were apparently the first developer they called; we were at Game Developers Conference, was it two years ago, and then I got a call from the chief financial officer of MGS and he said 'I just want you to know you cost me a billion dollars' and I said, 'we did a favour for a billion gamers'."

          https://www.engadget.com/2006-10-28-how-epic-cost-ms-1-billion-dollars.html

          • 3 weeks ago
            Anonymous

            Based Epic!?

            • 3 weeks ago
              Anonymous

              that was back when epic actually made a video game sometimes

              • 3 weeks ago
                Anonymous

                Also back when Mark Rein still made public appearances.

          • 3 weeks ago
            Anonymous

            Xbox 360 didn't come with a hard drive?

            • 3 weeks ago
              Anonymous

              Not at first
              The cheapest Xbox variant at launch had no hdmi no hdd small amount of flash storage and 2 memory card slots. The hdds where easy to add later on though but you where more likely to replace your Xbox after it got rrod

            • 3 weeks ago
              Anonymous

              Not the launch version, also no Wi-fi receiver for launch version so either wired or need adapter for online.

            • 3 weeks ago
              Anonymous

              The Core model at launch came with memory units (256, 512 MB among others) and no hard drive. You also needed to get separate d-terminal cables if you wanted HD output otherwise it was composite only.

            • 3 weeks ago
              Anonymous

              360 didn't even come with a drive for their patented HD-DVDs. You had to buy an external USB connected reader for their bluray killer.

              • 3 weeks ago
                Anonymous

                I still have that, it was 2.50 is a shop window

          • 3 weeks ago
            Anonymous

            The comparison picture doesn't seem to exist on engadget's article

    • 3 weeks ago
      Anonymous

      Devs still were masters of their craft, and could not bruteforce anything. Every pixel and bit mattered. Not as much as during the previous years, and a lot of data was just streamed from the BD.

      People also seem to have forgotten how PS3 / Xbox games looked like.
      Again, skilled artists made do and crafted gorgeous visuals at best, but it was mostly hand-crafted. Something modern zoom zoom devs cannot into.

      Because :
      1. Memory was expensive at the time.
      2. The next console's development starts in the middle of the current gen, in this case mid-PS2 era, and the hardware had to follow available stuff.
      3. People were already outraged about the 599USD price tag, no matter that Snoy was selling the consoles for a LOSS for many years. Remember: 299 was the TOP price point for consoles.
      4. Even PC software required very little memory at the time, with Windows XP having bare minimum requirement of 64 MEGABYTES of RAM.

      I was still making do with 1.5GB of RAM + 128MB Geforce 6600GT back in late 2007, on which I played stuff like STALKER and FEAR just fine at 1280x1024, and Crysis at silky smooth & cinematic 20fps on low-med combo, 800x600.
      It really helps when you have skilled devs that know how to pre-optimize and compress stuff, don't have unrealistic expectations like dozens of 4K PBR ready textures / character, and can't just show tons of uncompressed audio and video files in.

      The 360 would've launched with 256MB RAM as well if Epic hadn't pleaded with Microsoft to add more.

      360 is practically the same as PS3, since it has 512MB as shared RAM and VRAM, where as PS3 has separated 256MB chunks as system memory and VRAM.

      • 3 weeks ago
        Anonymous

        >soul/soulless

      • 3 weeks ago
        Anonymous

        >360 is practically the same as PS3, since it has 512MB as shared RAM and VRAM, where as PS3 has separated 256MB chunks as system memory and VRAM.
        I recall that split is what fricked with some games on the PS4. A game could need only a few MBs of RAM but lots of VRAM or the other way around, and only the X360 would accommodate for that need.

        • 3 weeks ago
          Anonymous

          It was considered extremely hard to program for because it required programming for multiple cpu cores and actually using the cache and doing all the transfers from blue ray/hdd to ram to vram and back and forth with immaculate precision.
          Killzone story and how the first one was made but then for the sequel they just gave up on many things as it was too hard well describes it all.

      • 3 weeks ago
        Anonymous

        >360 is practically the same as PS3
        Go compare PS3 Skyrim to the X360 version

        • 3 weeks ago
          Anonymous

          >Go compare PS3 Skyrim to the X360 version
          Go compare PS3 version of FF13 to X360 version.

          • 3 weeks ago
            Anonymous

            NTA but FFXIII got a lot of cuts because they had to cut down a 38 gb game (32 gigs of that is just CG...) to fit on 360 dual-layer DVDs that only allowed 6.8 gb of space to be used for a game due to copy protection. FFXIII was a very quick and dirty port, the main issue being how they handled graphics so as to avoid tiling (which would then need more performance optimization)
            >Square Enix was keen to maintain the entire framebuffer within the Xbox 360's 10MB eDRAM for optimum processing speed without the need to "tile" multiples of that 10MB into main RAM.

            https://www.eurogamer.net/digitalfoundry-final-fantasy-xiii-face-off

            Though Crystal Tools being built with PS3 in mind could also mean that it probably didn't run well on 360 without downscaling the framebuffer to begin with so it's just a case of both games being built in ways that don't lend themselves well to the other platform, I guess. In Skyrim's case it was just memory starved, Todd The Man Howard lied and said they'd fixed those memory issues and only a small percent of players would experience them but that turned out to be a lie kek.

            • 3 weeks ago
              Anonymous

              Also Rage had its campaign condensed down from a bunch of smaller locations into two big districts in order to fit on two 360 discs and LA Noire had eleven cases cut because they wouldn't have been able to fit the game on three discs otherwise.

              • 3 weeks ago
                Anonymous

                >Implying that LA Noire would have had those chapter finished in time with the shitstorm behind scenes...

            • 3 weeks ago
              Anonymous

              Honestly, I put that blame entirely on Squeenix. They're just not good developers. Like at all.
              They take 10x longer to do things than most other companies do when it comes to making technically similar or even superior games.
              All so they make every single thing super duper special and unique.
              Shame, 13 had some jammin tracks and nice scenes, but my GOD the game was boring as shit. Several hour tutorial looking ass.
              The world lore was great as well, which is even more annoying.

              • 3 weeks ago
                Anonymous

                Crystal Tools was super cursed, 3 XIII entries, and Versus XIII dev hell, nearly killed them with FFXIV 1.0 and it all culminated in them hiring ex Sega engineers from Sonic Team to make Luminous which was just used for FFXV before it died with Forspoken kek.

              • 3 weeks ago
                Anonymous

                >The Final Fantasy XVI graphics engine has been built specifically for this game. This has been revealed by the producer Naoki Yoshida in an interview with another medium in which MeriStation has also participated. The developer explained that they could not work with Luminous, the technology used by the fifteenth installment and by Fosrpoken; they also ruled out Unreal Engine, an engine with which Square Enix is familiar, since they have developed video games such as Final Fantasy VII Remake or Kingdom Hearts 3, among other products.
                >And why not take advantage of Luminous Engine? “There’s a reason we didn’t use Luminous. When we started working on Final Fantasy XVI they were still working on Final Fantasy XV, I think on the DLC. They hadn’t created a manual for Luminous yet, so the studio couldn’t provide us with support because they were focused on their own game, so we knew it wasn’t going to work.”

                It didn't even have a manual by the time FFXV DLC was being developed, talk about moronic.

              • 3 weeks ago
                Anonymous

                Crystal Tools was super cursed, 3 XIII entries, and Versus XIII dev hell, nearly killed them with FFXIV 1.0 and it all culminated in them hiring ex Sega engineers from Sonic Team to make Luminous which was just used for FFXV before it died with Forspoken kek.

                lmao
                Reminds me of the sheer fricking incompetence of Crytek as well.
                Those frickers fricked over the Timesplitters Rewind project because they forced the project on to (then new) CryEngine that was an absolute mess and nobody had a clue what to do because shit wasn't updated for the new interface.
                On that note, TS Rewind just posted a new update video, it's looking good ever since competent people took over and booted all the shitters

              • 3 weeks ago
                Anonymous

                >On that note, TS Rewind just posted a new update video, it's looking good ever since competent people took over and booted all the shitters
                Based, I hope more studios take that approach.

              • 3 weeks ago
                Anonymous

                >On that note, TS Rewind just posted a new update video
                no shit, let's see what they talk about
                >Opens up with game layoff discussion
                >Asking for more help in every aspect of the game, specifically art related
                >Talk exclusively about art and barely mention the game part of the game
                Well at least they finally said they need new blood
                That was a skeleton crew for the longest time
                I doubt they'll get anywhere but hey it's something

        • 3 weeks ago
          Anonymous

          Other than Bethesda games ps3 was usually better

      • 3 weeks ago
        Anonymous
    • 3 weeks ago
      Anonymous

      Cost. Keep in mind a good gaming computer back in 2005 had like 1GB of RAM and 256MB of VRAM. So 256+256 (or 512 shared, in the case of the Xbox 360) wasn't that bad.
      Both X360 and PS3 were already sold at a massive loss, they had to cut corners however they could... like build quality.

      The 360 would've launched with 256MB RAM as well if Epic hadn't pleaded with Microsoft to add more.

      I remember reading they considered a 768MB version as well.

      • 3 weeks ago
        Anonymous

        >like build quality.
        it was a moronic TSMC issue involving a bad solder&underfill combo on the GPUs straining the solderballs until they cracked when running at normal temps
        it had frickall to do with cutting corners and muh build quality, it was a frickup that came from TSMC changing their solder composition to comply with new EU standards

        this issue affected everything from NVidia cards, to ATI cards, to PS3s and yes 360s

    • 3 weeks ago
      Anonymous

      Consider that doubling the RAM cost MS a billion dollars overall during production for launch. Moreover, the PS3 was fricked from the start, originally they never planned on including a GPU but it was ICE team and ND who showed Sony the RSX wasn't strong enough to take on the 360 by itself so they went scrambling for a GPU last minute and got scammed by Nvidia. Plus their choice of RAM (XDR) was also quite expensive at the time, Sony had the same amount of memory as Xbox but it was split pool, that's what fricked them over.

    • 3 weeks ago
      Anonymous

      >it should've had 4GB RAM/VRAM for that price
      Zoomers are so fricking dumb. The absolute best graphics card money could buy in 2006 only had 768MB of VRAM and cost $600 on its own.

    • 3 weeks ago
      Anonymous

      CELL

    • 3 weeks ago
      Anonymous

      4gb or any kind of ram in 2005-2006 was supercomputer numbers. Technology is leaps ahead, but sad bloat doesnt do it justice.

      • 3 weeks ago
        Anonymous

        I bought a new desktop in early 2008 and it had 3GB ram + 512mb of vram. And those specs were kinda low end by that point.

        • 3 weeks ago
          Anonymous

          3 years back then was a world of difference, also your Vram was still 360 tier.

          • 3 weeks ago
            Anonymous

            3 years was a lifetime in computing back then, no wonder. You have to realize the 360/PS3 hardware was being developed and finalized around 2004-2005. PC gaming was super cheap back then, a $100 GPU released in 2008 and a $160 GPU in 2007 both btfo'd consoles. You could get a rig 2x-4x as powerful as consoles for 400-500 bucks. What GPU did your desktop have?

            Yep. Especially with GPUs, performance almost doubled gen-to-gen. And new generations used to come out every single year, not every 2-3 years like now.
            I build an i5 750 (€150) + HD 5850 (€250) computer back in 2009, it wasn't even that expensive. That thing was multiple times faster than consoles, it was closer to what the Xbox One ended up being than the Xbox 360.

            Xbox 360 didn't come with a hard drive?

            Nope, it was an optional accessory, you saved on memory cards.

            • 3 weeks ago
              Anonymous

              Not at first
              The cheapest Xbox variant at launch had no hdmi no hdd small amount of flash storage and 2 memory card slots. The hdds where easy to add later on though but you where more likely to replace your Xbox after it got rrod

              Not the launch version, also no Wi-fi receiver for launch version so either wired or need adapter for online.

              The Core model at launch came with memory units (256, 512 MB among others) and no hard drive. You also needed to get separate d-terminal cables if you wanted HD output otherwise it was composite only.

              Thanks for the answers, Anons!

        • 3 weeks ago
          Anonymous

          3 years was a lifetime in computing back then, no wonder. You have to realize the 360/PS3 hardware was being developed and finalized around 2004-2005. PC gaming was super cheap back then, a $100 GPU released in 2008 and a $160 GPU in 2007 both btfo'd consoles. You could get a rig 2x-4x as powerful as consoles for 400-500 bucks. What GPU did your desktop have?

          • 3 weeks ago
            Anonymous

            >What GPU did your desktop have?
            EVGA 9800GTX+. It still works, if I had any use for it.

            • 3 weeks ago
              Anonymous

              Nah, that's not midrange. It's high end.

      • 3 weeks ago
        Anonymous

        Nah, 1GB was quite common and high-end gaming computers had 2GB. 4GB back in 2006 would be like 64 or 128 GB these days: useless for videogames, but definitely not supercomputer-tier. A single Epyc CPU can support 4TB of RAM.

        • 3 weeks ago
          Anonymous

          It was worth maxing out ram in those days before SSDs, even moreso for laptops.

          • 3 weeks ago
            Anonymous

            At some point (2010-2013), RAM was so cheap, games so small and SSDs still so expensive, "RAM drives" started becoming a thing.
            Basically, with a program you could move the entire game (literally the entire folder) into system RAM. And then load the game from RAM... to RAM.

            Then the price of SSDs plummeted, so doing this became pretty useless. Games didn't load any faster.

            • 3 weeks ago
              Anonymous

              I do this whenever I play a game on an emulator, since my iso collection is on a HDD. A lot of the stutters in emulation are actually because of disk access.

      • 3 weeks ago
        Anonymous

        No it wasn't. 1GB of RAM was like $80 at the time.

      • 3 weeks ago
        Anonymous

        ...yet 128gb of DDR5 RAM still doesn't feel like enough today.

    • 3 weeks ago
      Anonymous

      Lmaoooo why cant I just 500 RAM for my switch? Drag and drop

    • 3 weeks ago
      Anonymous

      its a console from 2005?

  5. 3 weeks ago
    Anonymous

    barely, most multiplats ran better on 360 and PS3 wasnt capable of doing alot of things like music player on everygame or partychat
    Sony really was high of some good grade cocaine when they designed the architecture of the PS3
    Hell did you know they originally didnt plan for it to have a GPU but instead do all of the processing through the intergrated graphics of the CELL processor?
    they only backtracked on it because of heavy from the first party studios due to how moronic that idea was

  6. 3 weeks ago
    Anonymous

    it had 256mb ram+256mb vram
    the Xbox 360 had a 512mb pool shared between gpu and cpu
    it was a different time.

  7. 3 weeks ago
    Anonymous

    -720p was the max res for most vidya.
    -30fps lock was the norm, and often not reached.
    -MC models were seldom over 10k polys.
    -Dynamic effects were kept to a minimum.
    -Next to no telemetry or background app shit like in modern consoles.

    Essentially, 7th gen was like later PS2 era assets + normalmapping. And it looks darn good if done right.

    • 3 weeks ago
      Anonymous

      if only they could just go back and give us low poly high fidelity kino....

    • 3 weeks ago
      Anonymous

      >-720p was the max res for most vidya.
      >-30fps lock was the norm, and often not reached.
      I'm so glad we've moved past this. Haha.

      • 3 weeks ago
        Anonymous

        Now it's 800p upscaled to 4k and 48fps (with dips to 1-24) with fake AI generated frames in between.

  8. 3 weeks ago
    Anonymous

    Modern devs are lazy useless woketards. They would piss and shit themselves if they even tried to make a game for the PS3.

  9. 3 weeks ago
    Anonymous

    Team sized are too big and don't have low-level unabstracted knowledge. Communication between teams pretty much has to take place at a far remove, since steps happen months apart and the communication is done through an interstitial layer of managers and meeting software.

    • 3 weeks ago
      Anonymous

      What the frick does any of thst mean?

      • 3 weeks ago
        Anonymous

        >Too much bureaucracy
        >Devs lack specialized knowledge especially involving low level APIs, most games just use high level APIs that don't get the most perf but runs acceptably, they only know how to work with abstraction (all the low level stuff is hidden from them nor do they know how to work w it)
        >Communication takes too long because of all the bureaucracy involved
        Basically, too much bloat that's made up of too many subpar developers and poor communication, projects are so bloated with staff that it necessitates multiple managers who are also often shit.

  10. 3 weeks ago
    Anonymous

    shitty textures

  11. 3 weeks ago
    Anonymous

    Barely

    • 3 weeks ago
      Anonymous

      XB360 can't run MGS4 without like 7 DVDs

      • 3 weeks ago
        Anonymous

        Nice cope, but has nothing to do with how the game looks and runs. MGS5 was miles better on the 360

        • 3 weeks ago
          Anonymous

          people actually bought MGSV on the last gen systems?

          • 3 weeks ago
            Anonymous

            I have. It was my only way of playing the game when it came out.

          • 3 weeks ago
            Anonymous

            I know I did... PS4/Xbone first years were full of multigen ports, remasters and similar shit... it took a long while to be worth the investment to switch gens

      • 3 weeks ago
        Anonymous

        That's only because Kojima insisted that they don't compress the audio. That's legitimately the only reason its like 50GB.

        • 3 weeks ago
          Anonymous

          Ps3 had really higher res textures than 360, you can see that in games like FF13 and LA Noire, what it lacked in RAM was countered by large BD sizes

          • 3 weeks ago
            Anonymous

            >Ps3 had really higher res textures than 360, you can see that in games like FF13 and LA Noire, what it lacked in RAM was countered by large BD sizes
            I'll take what is VRAM for tree fiddy Jake

          • 3 weeks ago
            Anonymous

            Here's your high res textures.

            • 3 weeks ago
              Anonymous

              The bumps on UT are tiled. It's also a first person game in a tiny location, while MGS4 is third person where the camera is meant to be far back and the locations are larger.

              • 3 weeks ago
                Anonymous

                The excuses of bluray.

        • 3 weeks ago
          Anonymous

          source?

          • 3 weeks ago
            Anonymous

            Kojima mentioned it in interviews that he doesn't compress the audio

            • 3 weeks ago
              Anonymous

              and you can link one of these interviews that exists, yes?

          • 3 weeks ago
            Anonymous

            Do you really need proof? 100% of the game is rendered in real time or in-engine. This takes almost no space because everything is being drawn in real time and when is not visible then is not there unlike pre-renders that are always there, so they are always taking all the space. Audio in a way is just like that. Audio is not something that is spun out of thin air from lines of codes and vertices but from audio recorded just like the ever present files of pre-rendered content.

            I could code a few vertices to render a box in real time and that would take like 1KB when the same box but pre-rendered would be like 1MB or maybe even more.

            • 3 weeks ago
              Anonymous

              >100% of the game is rendered in real time or in-engine.
              There are quite few FMVs, like intro videos or animations.
              Split screen scenes are also actually pre-rendered videos.

            • 3 weeks ago
              Anonymous

              >Do you really need proof?
              yes, because morons here love to say "it's big because of uncompressed audio" about literally any game with no proof.

      • 3 weeks ago
        Anonymous

        wrong
        videogameschronicle.com/news/ps3-exclusive-metal-gear-solid-4-was-once-running-beautifully-on-xbox-360/

        • 3 weeks ago
          Anonymous

          can't run MGS4 without like 7 DVDs
          >wrong
          Anon? Did you read the article you linked?
          Anon said that the game would require a bunch of disks to run, not that it would be impossible for any other reason, and your link says the same thing.

          • 3 weeks ago
            Anonymous

            NTA but there are digital copies of MGS4 only 24 gigs in size, with some compression it could easily be a 2-3 DL DVD release. The game's broken up into Acts or Chapters anyway so easily doable.

            • 3 weeks ago
              Anonymous

              >with some compression it could easily be a 2-3 DL DVD release.
              You forget the fact that each disk would require data for shared assets, like every weapon with sounds (71 of them), Snake, costumes, face camos, octocamo skins and such.

              360 didn't have HDD by default, so games had to run from DVD without installation.

              • 3 weeks ago
                Anonymous

                Sure, worst case scenario it's 4 discs. Still doable. Remember they could also go ahead and compress stuff to cut files down even more. Lost Odyssey was 4 discs and 21 gigs, Rage was 22 gigs so other games did that. Other games had mandatory installs too, it was still doable when all's said and done.

            • 3 weeks ago
              Anonymous

              >24 GB
              Let's say, 5 GB of it are shared asset, they shove another 2-3 GB of content per disc, and then another disc for MGSO. It's still 7 discs.

              • 3 weeks ago
                Anonymous

                Wut, you can't make assumptions on how many assets are shared. The sounds the game uses are 364 megs unpacked, 149 mb compressed I'd imagine even with other data you'd end up needing to share a gig or 1.5 max given how the game's structured. It's futile to shit figures out unless we have a list of every file with its filesize.

      • 3 weeks ago
        Anonymous

        ps3 could not run skyrim at all

        • 3 weeks ago
          Anonymous

          Is it paralympics session again? Both consoles run Skyrim like ass, it's only playable on PC if you have any standards.

        • 3 weeks ago
          Anonymous

          worked on my machine

      • 3 weeks ago
        Anonymous

        Most of the data on MGS4 was uncompressed audio...

        • 3 weeks ago
          Anonymous

          The last guy who claimed this didn't source it, would you care to?

          • 3 weeks ago
            Anonymous

            You can download the ROM or whatever and extract it. The audio is half the disc.

            • 3 weeks ago
              Anonymous

              Some anon really needs to download the ISO and do this, or someone who has the game on their PS3.

              • 3 weeks ago
                Anonymous

                No reason to doubt it, PS3 disc games often had BD quality cutscenes as well just because they could.

              • 3 weeks ago
                Anonymous

                MGS4 has real time cutscenes, in-engine. Those don't take up much space.

                They said the same thing about Final Fantasy XIII. The reality is Sony was trying to sell blu-rays.

                Yeah. Final Fantasy XIII had 32 gigs of CG cutscenes, the game itself was 6 gigs.

              • 3 weeks ago
                Anonymous

                I was just giving an example. TLoU file size for example was mostly cutscenes.

      • 3 weeks ago
        Anonymous

        They said the same thing about Final Fantasy XIII. The reality is Sony was trying to sell blu-rays.

    • 3 weeks ago
      Anonymous

      Is this why every other 360 burned up within a year?

  12. 3 weeks ago
    Anonymous

    Magic
    A time before poo developer's

  13. 3 weeks ago
    Anonymous

    Imagine if the Wii had specs equivalent to that of a 360's but with 1 GB RAM, it's a shame Nintendo were so cucked.

    • 3 weeks ago
      Anonymous

      Wii generation they got away with it, Wii U it fricked them over hard making a system that was basically on par with a 360 in the 2010s

      • 3 weeks ago
        Anonymous

        True, that was beyond moronic.

      • 3 weeks ago
        Anonymous

        The Wii U had 1GB available for games, so it was better than the X360. But the gap compared to PS4 and XBone (5.5GB for games) was just too much, porting was impossible.
        The Switch has 3GB available for games, so porting games from home consoles is a lot easier, even if the rest of the hardware isn't that much better compared to the Wii U.

        • 3 weeks ago
          Anonymous

          But nobody optimised for it, so the few ports it got ran worse than on 360

          • 3 weeks ago
            Anonymous

            Third-party devs tried to support the hardware initially, chasing the success of the original Wii. After it turned out to be a massive flop, no one bothered. Not even Nintendo, they started focusing on the 3DS halfway through that generation. I'm surprised they didn't cancel the Wii U version of Breath of the Wild to be honest.

            Gow 3 also looked miles better than most of the below 30 ports, all good CODs also vere visually great despite pushing 60fps. the power of optimisation....

            On PS3, the gap between exclusives and third-party games was massive. Sony's studios were able to squeeze the shit out of that hardware, The Last of Us looks an entire console generation ahead compared to pre-2010 games.
            To this day, I'm not sure the PS3 was faster than the Xbox 360. It's just that way, way, way more man-hours went into making good-looking games for that hardware... while Microsoft left its console to die chasing the casual audience with Kinect.

            • 3 weeks ago
              Anonymous

              >I'm surprised they didn't cancel the Wii U version of Breath of the Wild to be honest.
              As much as people like to shit on Nintendo, they still feel a responsibility to their paying customers. Especially when they say they're going to do something. BotW was teased and hyped for years for the Wii U, and it came simultaneously with a new hardware launch. Would have been a pretty big "frick you" to the people that stuck with them for the Wii U to make it a Switch exclusive, especially when they knew they didn't need to. Wii U's install base was small enough that new customers buying the Switch for that version were basically guaranteed while the Wii U got its one last hurrah for the people who bought in.

              And on that thought, wonder if MP4 is holding up the Switch 2 since that's the last major title promised for the Switch that has yet to see the light of day.

          • 3 weeks ago
            Anonymous

            It was funny watching nincels call slapdash ports the “definite versions”, at least.

  14. 3 weeks ago
    Anonymous

    It run below 25fps, so not that well

    • 3 weeks ago
      Anonymous

      some games still tried to go for fps, GoW 3 would run at 40-50fps and Kane and Lynch 2 would try to maintain 60 even with splitscreen.

      • 3 weeks ago
        Anonymous

        Gow 3 also looked miles better than most of the below 30 ports, all good CODs also vere visually great despite pushing 60fps. the power of optimisation....

      • 3 weeks ago
        Anonymous

        >play Kane and Lynch 2 earlier today
        >anons mention it

        • 3 weeks ago
          Anonymous

          This happened to me not long ago when I out of random started playing Alpha Protocol and suddently there were youtoube vids popping up and treads on Ganker appear about it l. Maybe im just noooticing, but now there are no such treads so this seems suspicious.

        • 3 weeks ago
          Anonymous

          we know who you are, Jerry.

        • 3 weeks ago
          Anonymous

          NSA is spying on you so they know what to play next

        • 3 weeks ago
          Anonymous

          Pure coincidence

          • 3 weeks ago
            Anonymous

            There is no such thing as "coincidence", everything is planned and has reason behind it.

        • 3 weeks ago
          Anonymous

          >Thread about the bethesda train hat and other clever engine workarounds
          >Search for fallout 3 footage of this hat
          >Find an outsidexbox video about workarounds and see the dragon age horse sprint part
          >Get back to the thread to see if anyone posted something cool
          >Someone mentions the horse sprint trick
          Scared me shitless.

        • 3 weeks ago
          Anonymous

          Baader-Meinhof phenomenon

        • 3 weeks ago
          Anonymous

          This happened to me not long ago when I out of random started playing Alpha Protocol and suddently there were youtoube vids popping up and treads on Ganker appear about it l. Maybe im just noooticing, but now there are no such treads so this seems suspicious.

          >Thread about the bethesda train hat and other clever engine workarounds
          >Search for fallout 3 footage of this hat
          >Find an outsidexbox video about workarounds and see the dragon age horse sprint part
          >Get back to the thread to see if anyone posted something cool
          >Someone mentions the horse sprint trick
          Scared me shitless.

          >think about or talk about thing
          >next day get youtube recommendations about said thing
          how

  15. 3 weeks ago
    Anonymous

    Why are used fat models so frickin expensive, I just wanna buy one to put CFW on it and play MGS4 and the whole PS lineup of games

    • 3 weeks ago
      Anonymous

      Just emulate, ps3 emulation is good enough now to not need to buy a real ps3. Buy a used dualshock 3 as well if you need sixaxis or pressure sensitive buttons

  16. 3 weeks ago
    Anonymous

    Ps3 had 32mb ram, so at the time that was a large ammount. Now my pc has 32GB, I wouldnt be surprised in 10-15 years 268GB RAM becoming a norm.

  17. 3 weeks ago
    Anonymous

    Its actual insane what games were made on those machines in comparison to what we get now with much more powerful hardware. I dunno what happened in the last 15 years. Its like the whole industry had a mass exodus of talent.

    • 3 weeks ago
      Anonymous

      >Its like the whole industry had a mass exodus of talent
      Well, not quite. There was no exodus but the talent was flooded by a lot of shit which has diluted the talent in a sense:
      >Forced to teach and use incompetent coders - Just one example, Ubisoft invested in a whole ass studio in India and after many years of support training gave them a game to remake (a very simple ass PS2 game to boot) and they botched it so bad it's cancelled temporarily while a better studio reworks it
      >Forced to outsource to pajeet artists (even FromSoft works with a studio called Lakshya Digital)
      >Market/demographic targeting measures forced by execs - it's why so many AAA games feel so samey and safe because they have to insure RoI
      >The people making the tech games run on are morons too, everyone's pushing for better graphics/focused on chasing realistic rendering tech instead of things that would actually make games more fun like advanced physics
      >Developers like morons are no longer focused on optimization, rather making sure that they get as many graphical features as possible from the checklist publishers forced on them.

    • 3 weeks ago
      Anonymous

      Reuse assets alot, less clutter, low poly models and low res textures, 720p resolution, motion blurr and distance blurr to hide shitty assets at a distance, Alot of optimisation wor on evey asset in the game and code, more compact games with quality over quantity.

  18. 3 weeks ago
    Anonymous

    There was a time devs were competent and had to optimize their shit.
    >b-but some games ran bad
    These were incompetent. GTA V and TLoU showed what it could do.

  19. 3 weeks ago
    Anonymous

    GTA V on these consoles is a fricking miracle, just like RDR2 on last gen. Rockstar is really something else.

    • 3 weeks ago
      Anonymous

      >the power of using large sums of money for tools with good hired talent worth their pay... sad Online got them greedy

    • 3 weeks ago
      Anonymous

      >The game that strips out most of the advanced physics and AI scripting from the previous game is a miracle
      Do zoomers really

      • 3 weeks ago
        Anonymous

        Zoomers are the ones sucking GTA IV, they didn't ditch anything for GTA V. I'm sure that by "advanced physics" you mean the land boats, that's just bad handling, and can be easily replicated in GTA V by importing the cars lol

        • 3 weeks ago
          Anonymous

          >reduced car damage model
          >worse particles
          >worse reactive watter physics
          >worse Ragdoll physics
          >no physics when shooting/hitting enemies, its all baked in animations.
          >cant pick up in game objects and throw them

          • 3 weeks ago
            Anonymous

            >reduced car damage model
            It's more realistic. Unless we are talking about GTAO, it's basically disabled there.
            >worse particles
            False. Shit like fire is much beter
            >worse reactive watter physics
            False. GTA IV had jelly water.
            >worse Ragdoll physics
            GTA IV has awful ragdolls, they improved Euphoria by a tenfold. It actually looks like people instead of "rag dolls"
            >no physics when shooting/hitting enemies, its all baked in animations.
            There is, it's not just overly exaggerated and janky like IV's. When you shoot a ped on GTA IV it suddenly becomes a 20 IQ mongoloid.
            >cant pick up in game objects and throw them
            That's an actual complaint, but it was nearly useless in GTA IV anyway.

            • 3 weeks ago
              Anonymous

              >it's false because i say its le false
              Wow zoomer

        • 3 weeks ago
          Anonymous

          >they didn't ditch anything for GTA V.
          >Shooting someone's hands in GTA IV makes them drop their weapon
          >Proper car deformation
          >More advanced cop AI (try the vigilante missions sometime)
          >Better npc AI
          There's even more if you play both, zoomers 100% suck off GTA V as that was their childhood.

          • 3 weeks ago
            Anonymous

            Only shooting hands to drop weapons was removed, the rest is your headcanon.
            GTA IV is so fricking shit it was seen as a downgrade from SA back then but nowadays we have zoomies like you sucking it off. It's pretty funny.

            • 3 weeks ago
              Anonymous

              I'm not a zoomer moron

              Ignore the title this video shows a lot of what was removed but you Vcuck zoomers can't into reality and yeah IV also cut stuff from San Andreas that was very kino but it added plenty of physics and advanced AI

              • 3 weeks ago
                Anonymous

                >posts quintessential zoomer cherrypicking video
                Of course. Most of the "issues" are straight up improvements btw. Jelly water and falling like a doll aren't advantages.

                >it's false because i say its le false
                Wow zoomer

                Yes.

              • 3 weeks ago
                Anonymous

                >le deflection
                Whatever helps you cope about objectively inferior physics, I guess zoomers can't into physics.

              • 3 weeks ago
                Anonymous

                enjoy your land boats, bus rider zoomie

    • 3 weeks ago
      Anonymous

      I have problems with the gameplay in their games but Rockstar undoubtedly has some of the most talented programmers and artists in the whole industry. RDR2's art direction really elevates the visuals. Legitimately the only time in recent memory where a game's graphics blew me away. Their engine is built very well in that regard, I have no idea how they achieve it.

      • 3 weeks ago
        Anonymous

        Yep, it goes all the way back to the crazy geniuses behind Midtown Madness. MS had a chance to buy them but didn't, pre-Rockstar and yet another chance later to get GTA III as an exclusive kek.

      • 3 weeks ago
        Anonymous

        Had**

      • 3 weeks ago
        Anonymous

        >I have no idea how they achieve it.
        Well that's not really saying much, considering you don't know how video games work at all kek.

    • 3 weeks ago
      Anonymous

      And that's online, which has slight downgraded visuals. GTA V on PS3/360 is impressive technical feat indeed. It aged really well.

      • 3 weeks ago
        Anonymous

        That gen got a nice batch of technical feats as a sendoff. GTA V on 360/PS3, MGSV on both, Rise of the Tomb Raider and Titanfall on 360 + a few others I'm forgetting.

        • 3 weeks ago
          Anonymous

          MGSV was a bit disappointing but I didn't know RoTR made it to 360, looks pretty good indeed.

  20. 3 weeks ago
    Anonymous

    devs today are extremely incompetent

  21. 3 weeks ago
    Anonymous

    It ran poorly and it severely limited the scope of games.

  22. 3 weeks ago
    Anonymous

    >How did it even ran
    stupid esl

  23. 3 weeks ago
    Anonymous

    I remember getting ps3 for around 200 eur, ps4 was 400 eur and PS5 w-disc now is above 600 eur. Tech price bloat is real.

  24. 3 weeks ago
    Anonymous

    It had 256MB of system ram and 256MB of vram. And it was all clocked the same as the cpu.

    >The PS3 has 256 MB ([2]) of Rambus XDR DRAM, clocked at CPU die speed.[1] The PPE has 64 KB ([3]) L1 cache and 512 KB L2 cache, while the SPEs have 2 MB local memory (256 KB per SPE),[4] connected by the Element Interconnect Bus (EIB) with up to 307.2 Gbit/s bandwidth.

    >According to Nvidia, the RSX — the graphics processing unit (GPU) — is based on the NVIDIA G70 (previously known as NV47) architecture. The GPU is clocked at 500 MHz and makes use of 256 MB GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.3 GHz.[5] The RSX has a floating-point performance of 172 GFLOPS.

    Now consider some average pc of the 2006. that had a dual core cpu like the AMD Athlon x2 4800+ and 2GB of ddr2 at 400Mhz and some gpu like the Ati 3650 with 256MB of gddr3 or a gtx7800 with 512MB of gddr3 and of course optimization done by masters of programming for a stable and known platform and you get how and why it worked.

  25. 3 weeks ago
    Anonymous

    Should I upgrade my Super Slim PS3 with a 500 GB SSD or a 1 TB SSD?

    • 3 weeks ago
      Anonymous

      You’ll probably not fill up the 500gb unless your storing movies and whatnot as well also keep in mind the ps3 only has sata1 speeds so while an ssd is better it’s not as big of a differences vs pc or even the 360

    • 3 weeks ago
      Anonymous

      Go for the 1TB, you'll be able have games, movies and shows on it without having to worry

      • 3 weeks ago
        Anonymous

        Does the PS3 play HEVC MKVs without stuttering? And 4K x264/x265?

        • 3 weeks ago
          Anonymous

          Ps3 can't output 4k, iurc the built in video player can't play mkv files unless you have a debug/developer console or new homebrew was released. Not sure about h264 but no way in hell can it decode h265.

          • 3 weeks ago
            Anonymous

            >no way in hell it can decode h265
            I have an old Intel Core Duo laptop from 2009 and it can play 720p h265 video just fine. At 1080p it struggles though.

            The PS3 should be capable enough to do it.

    • 3 weeks ago
      Anonymous

      1TB because it's not that much more expensive and you'll be at the (official) max size

    • 3 weeks ago
      Anonymous

      I’ve been using a 1tb add on my og fat ps3 and runs well, I also load into multiplayer matches quicker than others.

    • 3 weeks ago
      Anonymous

      >SSD
      enjoy your random controller disconnects.

      • 3 weeks ago
        Anonymous

        What compels you to think this would happen and have anything to do with an SSD?

        • 3 weeks ago
          Anonymous

          untreated schizophrenia + tech illiteracy

  26. 3 weeks ago
    Anonymous

    The fact that a console that likely had its hardware specifications finalized as early as 2004 can run GTA V at all is a goddamn miracle.

    • 3 weeks ago
      Anonymous

      You act like GTA5 wasn't made especifically for these consoles.

      • 3 weeks ago
        Anonymous

        of course it was, still impressive
        it looks better than many PS4 titles still

    • 3 weeks ago
      Anonymous

      it does take 10 minutes for it to load though

      • 3 weeks ago
        Anonymous

        not with an ssd

      • 3 weeks ago
        Anonymous

        It used to load faster than the PC version without the fix, I kid you not.

      • 3 weeks ago
        Anonymous

        I remember playing GTA4 for the first time and being disappointed by how slow the game loaded, and that's with the game installed.

  27. 3 weeks ago
    Anonymous

    The PS3 had 512MB of Ram moron.

  28. 3 weeks ago
    Anonymous

    It's why cars in GTAV still disappear right behind you even on PC
    It's a PS3 game programed for half a gig a ram, ported to PC with no changes other than a few extra trees....

  29. 3 weeks ago
    Anonymous

    PCgays still think that standard PCspec benchmarks apply to consoles. They are built different

    • 3 weeks ago
      Anonymous

      >They are built different
      Not anymore

  30. 3 weeks ago
    Anonymous

    >$300 Xbox 360 base unit
    >$50 512MB memory card
    >$150 120GB hard drive
    >$90 HDMI adapter
    >$100 WiFi adapter
    >$200 movie player
    what the FRICK were they thinking??

    • 3 weeks ago
      Anonymous

      Are you sure it was 150 buckaroos for 120 gigs? Because 20 gigs cost me 99 buckaroos back at launch.

    • 3 weeks ago
      Anonymous

      >$150 120GB hard drive
      I mean, it wasn't even that expensive, considering 120gb was a shitload back then.
      Granted, i speak from PS3 experience, but even after getting it through half its lifespan and a decade later i still can hardly fill half my slim' stock 120gb HDD while having a ton of games on it both back then and now.
      Correct me on this if i'm wrong.

      • 3 weeks ago
        Anonymous

        games weren't as bloat back then, aside form cod releases maybe.

    • 3 weeks ago
      Anonymous

      >$60 dollar xbl

    • 3 weeks ago
      Anonymous

      >what the FRICK were they thinking??
      They were thinking they would remove a bunch of features from the base console and sell it as an "economy" product to undercut the PS3. And it WORKED. Xbox sold a frickton of consoles appealing to casual consumers who just wanted to shoot bad guys in Cowadoody and didn't care about 1080p graphics or 120gb of storage space.

      PlayStation ended up going the same route to make their consoles more profitable: removing backwards compatibility, removing usb ports and SD card readers, offering models with smaller hard drives, etc.

      Xbox 360 dominated the early gen with the superior online service and a better array of games like Halo, Gears of War, Left 4 Dead, Fable, etc. There undoing was the Red Ring of Death. 50% of consoles being bricked along with PlayStation's reduced price tag and emerging lineup of killer exclusives allowed Sony to come back and outsell the 360 in the latter half of the gen.

    • 3 weeks ago
      Anonymous

      don’t forget 1000$ on batteries

      • 3 weeks ago
        Anonymous

        Or the plug and charge kit. I might be wrong but one of my cousins got the cheapest launch edition (still 300 bux) for PGR3 and RR6 and it came with a wired controller kek, you didn't even get a wireless one if you bought the basic edition.

  31. 3 weeks ago
    Anonymous

    Games ran like shit at the time, if there's one thing that's better now is that generally speaking consoles run games decently. It's not like there were much alternatives either, PC ports were very rare and most of the time broken, PC gaming in general was still a niche thing.

    • 3 weeks ago
      Anonymous

      >PC gaming in general was still a niche thing.
      lmao

  32. 3 weeks ago
    Anonymous

    THE POWER OF TEH CELL

  33. 3 weeks ago
    Anonymous

    killzone 3 looks better than most ps5 games.

    • 3 weeks ago
      Anonymous

      I'm genuinely sad Killzone hasn't continued.
      The last one, Shadow Fall, was so fricking good.
      There were so many good ideas they could have continued to explore in that universe, especially with that whole planet split in half between 2 species.
      Definitely one of the more beautifully styled games, the whole look of it was amazing.
      The bit up at the railways looking down on the city was amazing. Frick.

      • 3 weeks ago
        Anonymous

        >Shadow Fall, was so fricking good
        It was pretty fricking shit and I say this as a Killzone fan

      • 3 weeks ago
        Anonymous

        kz shadowfall was really beautiful and the series should have continued over the awful horizon, but also shadowfall was the worst kz game easily it just wasn't very good

        • 3 weeks ago
          Anonymous

          this
          >stop madman that let helghan get destroyed to begin with
          >lol sorry lucas i have raised you all my life but now you have to die since you were with a half breed
          what an ass story but the online was decent

      • 3 weeks ago
        Anonymous

        it was bad compared to killzone 2 and 3, but I'd take any killzone title at this point.

  34. 3 weeks ago
    Anonymous

    SOUL

    ?si=vktTlsuFe4sQcc-q

    ?si=GFTZ7X4m1BbBMDtC

    • 3 weeks ago
      Anonymous

      >killzone trilogy on pc never ever ever ever ever ever
      fug...

      • 3 weeks ago
        Anonymous

        One day we will get emulators for it. Or some wrappers.
        Then the fun modding can begin to bring them all up to equal looking quality.

  35. 3 weeks ago
    Anonymous

    >ps5 is 4 years old now
    >there are millions of zoomers on Ganker that only grew up with the ps4

  36. 3 weeks ago
    Anonymous

    ps3's ram was hardly separate like many parroted from those days it was always an excuse for lazy developers to explain away their lousy ps3 ports

    • 3 weeks ago
      Anonymous

      You're not entirely wrong, it doesn't have a UMA architecture and comes with performance penalties ofc but the Flex I/O bus allowed the Cell to utilize the 256 megs of XDR memory as well. Of course the performance penalties mean that you'd have to do tons of extra optimization or make cuts once you need the RSX to use more than 256 megs.

      • 3 weeks ago
        Anonymous

        That's no different than virtual VRAM over PCIe. Sure you can use more but it'll tank performance and is only there to stop crashes

        • 3 weeks ago
          Anonymous

          >virtual VRAM over PCIe
          Nah, it was much better than that (still came with some latency penalties)
          >What is known about the system interface of the CELL processor is that the FlexIO consists of 12 byte lanes. Each byte lane is a set of 8 bit wide, source synchronous, unidirectional, point-to-point interconnects. The FlexIO makes use of 96 differential signaling pairs to achieve the data rate of 6.4 Gb per second per signal pair, and that data rate in turn translates to 6.4 GB/s per byte lane. The 12 byte lanes are asymmetric in configuration. That is, 7 byte lanes are outbound from the CELL processor, while 5 byte lanes are inbound to the CELL processor. The 12 byte lanes thus provide 44.8 GB/s of raw outbound bandwidth and 32 GB/s of raw inbound bandwidth for total I/O bandwidth of 76.8 GB/s. Furthermore, the byte lanes are arranged into two groups of ports: one group of ports are dedicated to non-coherent off-chip traffic, while the other group of ports are usable for coherent off-chip traffic. It seems clear that Sony itself is unlikely to make use of a coherent, multiple CELL processor configuration for Playstation 3. However, the fact that the PPE and the SPE’s can snoop traffic transported through the EIB, and that coherency traffic can be sent to other CELL processors via a coherent interface, means that the CELL processor can indeed be an interesting processor. If nothing else, the CELL processor should enable startups that propose to build FlexIO based coherency switches to garner immediate interest from venture capitalists.
          https://www.realworldtech.com/cell/11/
          ND games use it pretty well to shuttle data around in ways that virtual VRAM never could

          • 3 weeks ago
            Anonymous

            There's no need to shuttle around data with virtual VRAM because it just gives you more space. Space that wasn't a problem on 360 and PC because there was simply more VRAM

            • 3 weeks ago
              Anonymous

              Yeah, I meant a saturation scenario in an equivalent PC. The point was to describe Flex I/O properly, it was its own thing.

      • 3 weeks ago
        Anonymous

        that was the whole thing with ps3 unfortunately it all came down to optimization.. better to develop on the easier and cheaper xbox 360 and then dump it all on the ps3 and complain about ps3's superior esoteric architecture with easily digestable console wars slogans like separate memory which is still repeated to this day

        • 3 weeks ago
          Anonymous

          Well, it needed more than just optimization. Epic for instance had to rewrite their BSP driven collision detection system used in UE3 because the PS3's SPUs didn't provide dynamic branch prediction. It had too many flaws that hindered game devs in multiple ways, that goes beyond simple optimization.

          • 3 weeks ago
            Anonymous

            the exact quote regarding epic and branch prediction was requiring "further optimizations only compatible with cell"

            https://www.copetti.org/writings/consoles/playstation-3/

            • 3 weeks ago
              Anonymous

              >COPEtti.org

              • 3 weeks ago
                Anonymous

                not an argument

                and here is insomniac talking about the "split" ram nonsense

                https://www.ps3blog.net/2007/04/12/insomniac-interview-part-ii/

  37. 3 weeks ago
    Anonymous

    Imagine if IBM hadn't blew it. We'd have two choices for high performance CPUs today.

    • 3 weeks ago
      Anonymous

      Not sure which moron wrote that bull, here's a talk you can watch by Michael Perrone from IBM about the Cell. https://youtu.be/WikcTwXQXfA?t=716

      >The ninth processor its the PPE. It's been designed so that the PPE is running the OS and it's doing all the transaction file systems and what not so that these SPEs can focus on what they're good at, which is compute. The whole thing is pulled together with an element interconnect bus and we'll talk about that.

      Games barely needed or used the PPE beyond basic I/O, it was mostly for the OS. The SPEs were meant to do all the work.

      • 3 weeks ago
        Anonymous

        >The SPEs
        Ah yes the most moronic part of Cell and just so happening to be the major selling point
        >can access 256K of local memory and no more
        >forced to DMA to/from them
        >different instruction set from PPE
        >not always IEEE compliant
        Cell was great for its time in tasks like scientific computing where a single, hyper-optimized, highly parallel, not-latency-sensitive workload was deployed. It was garbage for gaming

        • 3 weeks ago
          Anonymous

          Yeah, definitely garbo for gaming. They didn't even take into account that developers weren't ready for multithreading, just tried to force it upon them and in Sony's case the design was too radical. In the end only their first party devs ended up using the SPE centric approach they wanted from devs and lord knows how many hours it cost them plus programmers of that caliber aren't found in most studios. It was basically the Saturn 2.0 all over again.

          • 3 weeks ago
            Anonymous

            >plus programmers of that caliber aren't found in most studios
            Notice it's mostly Western studios that cried about these two platforms. The PS3's architecture is only garbage for gaming in a paradigm where you offload everything to pure horsepower instead of getting intimate with the hardware and actually programming.
            I know it's unavoidable when you run your software companies like sweatshops but we did a huge disservice to the potential consoles could have and the current state of gaming is the result 🙁

    • 3 weeks ago
      Anonymous

      IBM's already on my perpetual shitlist for selling ThinkPad off to fricking Lenovo.

  38. 3 weeks ago
    Anonymous

    [...]

    That's not an exact quote lmao, just what Copetti wrote on his site. https://spectrum.ieee.org/ I don't remember the exact article but some UE devs talked about it, there are other issues with other PS3 devs too, like Insomniac going into optimizations they made for Resistance.

    • 3 weeks ago
      Anonymous

      i mean how else would you put it lol. anyway how about this-

      >epic team found the spes to be a good match for their physics code, if structured properly (optimized for cell).. in fact if properly structured and coded for spe acceleration physics code could very well run faster on ps3

      • 3 weeks ago
        Anonymous

        https://www.anandtech.com/show/1719/4

      • 3 weeks ago
        Anonymous

        Yep, that's the exact quote
        >Collision detection is a big part of what is commonly referred to as “game physics.” As the name implies, collision detection simply refers to the game engine determining when two objects collide. Without collision detection, bullets would never hit your opponents and your character would be able to walk through walls, cars, etc... among other things. One method of implementing collision detection in a game is through the use of a Binary Search Partitioning (BSP) tree. BSP trees are created by organizing lists of polygons into a binary tree. The structure of the tree itself doesn’t matter to this discussion, but the important thing to keep in mind is that to traverse a BSP tree in order to test for a collision between some object and a polygon in the tree you have to perform a lot of comparisons. You first traverse the tree finding to find the polygon you want to test for a collision against. Then you have to perform a number of checks to see whether a collision has occurred between the object you’re comparing and the polygon itself. This process involves a lot of conditional branching, code which likes to be run on a high performance OoO core with a very good branch predictor. Unfortunately, the SPEs have no branch prediction, so BSP tree traversal will tie up an SPE for quite a bit of time while not performing very well as each branch condition has to be evaluated before execution can continue. However it is possible to structure collision detection for execution on the SPEs, but it would require a different approach to the collision detection algorithms than what would be normally implemented on a PC or Xbox 360.

        If you look around enough you can find out what Epic did to handle collision detection on Cell, it was pretty interesting back in the day and the precursor to all the asynchronous stuff in UE4. It's a shame a lot of dev docus are lost to poor archival.

        • 3 weeks ago
          Anonymous

          it took a lot of ingenuity to get anything worthwhile out of ps3 and factoring time and budgets made that challenging to almost all but the first party developers.. but still, as this topic demonstrates, there is a lot of nonsense about ps3 still circulating

          personally for me it was the best console ever made

          • 3 weeks ago
            Anonymous

            >it took a lot of ingenuity to get anything worthwhile out of ps3
            Cerny did an interesting speech (i think at GDC) once where he talked about "time to triangle". IE the amount of time it took them to get the thing to display a single triangle on their dev system.
            For the ps3 it took them something like 3 to 6 months just to do that.

            • 3 weeks ago
              Anonymous

              Are you sure it wasn't the PS2? The PS3 had issues but getting anything basic to display wasn't one of it, he even said they got some basic stuff to display on there @ Quakecon '05. The PS2 was notorious for what you're talking about, it's why Itagaki hated it and fell in love with Xbox.

              • 3 weeks ago
                Anonymous

                >Are you sure it wasn't the PS2?
                NTA but I wouldn't be surprised. The PS2's video and graphics processing are a fricking nightmare.

              • 3 weeks ago
                Anonymous

                It's similar to PS3, except you have even less memory, have to DMA to EVERYTHING and not just your SIMD helpers, the GPU isn't programmable (and its barely a GPU, at least compared to DC/GC/Xbox)

                Both systems suck shit

  39. 3 weeks ago
    Anonymous

    Nearly every game had screen tearing and frame rate issues.

  40. 3 weeks ago
    Anonymous

    >How did it even ran with
    moron

  41. 3 weeks ago
    Anonymous

    https://www.gdcvault.com/play/454/The-Technology-of-FINAL
    For anyone curious about how messy Square was internally, this is from 2008 and highlights how poor their entire pipeline was. No wonder HD nearly killed them.

    • 3 weeks ago
      Anonymous

      sounds interesting but is there a transcript anywhere? I'd rather read than listen to 90 minutes. If not I'll just listen while playing EU4 or something.

      • 3 weeks ago
        Anonymous

        No, I also tried looking for one but there isn't. Could get one for free off Google Notebooks + Whisper but you'd be going through and fixing it anyway because it's never 100%.
        >If not I'll just listen while playing EU4 or something.
        Yeah, that's how I usually listen to old GDC vault uploads as well, playing something like D2 or Grim Dawn that's basically autopilot.

  42. 3 weeks ago
    Anonymous
    • 3 weeks ago
      Anonymous

      This advertising campaign was amazing. Definitely one of the factors that led to PS3 eventually beating 360. What happened to Kutaragi was a tragedy.

    • 3 weeks ago
      Anonymous

      kevin butler XD

  43. 3 weeks ago
    Anonymous

    >tfw it will never be summer 2009 ever again

  44. 3 weeks ago
    Anonymous

    Is it worth buying today and modding either a PS3 or XBOX360?
    Only for offline gaming and pirate games burned from desktop

    • 3 weeks ago
      Anonymous

      PS3, mainly because I don't like 360 exclusives. Also you can hack any PS3 model in 10 minutes, while 360 needs a modchip, and some later models can't even be modded.

      • 3 weeks ago
        Anonymous

        If you're okay with having to install an extra 4GB every time you want to play a new game

        Sure

        • 3 weeks ago
          Anonymous

          what

          • 3 weeks ago
            Anonymous

            Most PS3 games make you install extra data whether you're playing from a disc or digital. You don't even get the option to choose like on PSP. They force you to install no matter what. Yes, it's moronic but that's just how it works.

            • 3 weeks ago
              Anonymous

              >Most PS3 games make you install extra data whether you're playing from a disc or digital.
              I bet you also think most PS4 and Switch games require downloads to be playable. It's easy to think that when all you play is AAA slop from developers who can't be bothered to optimize or compress their games properly.

      • 3 weeks ago
        Anonymous

        >while 360 needs a modchip
        RGH3 needs two wires, not an entire modchip. And the only models that can't be hacked are the Es.

        • 3 weeks ago
          Anonymous

          Good it improved but you forgot to mention the rest of the process, and still physical modding. PS3 only requires entering accessing a website.
          https://xbox360hub.com/guides/rgh-3-guide/

          Most PS3 games make you install extra data whether you're playing from a disc or digital. You don't even get the option to choose like on PSP. They force you to install no matter what. Yes, it's moronic but that's just how it works.

          Most don't actually, and I'm pretty sure digital games don't require at all, at least I don't have any one that did (most of my games are pkgs). You must be confusing PS3 with Xbox 360, since Xbox is the one with install discs.

          • 3 weeks ago
            Anonymous

            >I'm pretty sure digital games don't require at all
            If you pirate any game with a hacked PS3, then you'll have to install extra data if the game requires it.

            >You must be confusing PS3 with Xbox 360
            This option is completely optional on Xbox 360 you can install the entire game on the hard disk or USB to make the game load faster. There are very few games that require you to install extra data like on PS3. MGSV, for example

            • 3 weeks ago
              Anonymous

              I have ~20 installed games and all I have installed are updates and a few random games installs that are a few KBs in size, so I don't think it's common at all. There's only one big install, which is GTA V at 8GB, but then it's one of the few games I have on a disc instead of pkg. TLoU was the second largest install, at 5MB lol (disc game as well)

              • 3 weeks ago
                Anonymous

                It depends on games but consider mine as an example (since if you're modded you're likely going to be pirating games = all digital)
                Currently on my PS3 I have:
                >Afrika, 18 gigs
                >Gran Turismo 5, 23 gigs
                >RDR, 9 gigs
                >Tekken Tag 2, 17 gigs
                >Demon's Souls, 5 gigs
                >God of War Origins, 14 gigs
                >Zone of the Enders HD, 10 gigs
                >EX Troopers, 13 gigs
                >Ico and SotC HD, 8 gigs
                >inFamous 1+2, 21 gigs
                >Diablo III RoS Ulti Evil Ed, 15 gigs
                >Drakengard 3, 15 gigs

                These total up to 168 gigs or so, a 500 gigs external drive is enough to play any PS3 game one wants to provided they don't mind deleting a game now and then.

              • 3 weeks ago
                Anonymous

                And if you want *all* the notable games, something over 1 tb.

              • 3 weeks ago
                Anonymous

                I just got a 1TB chink SSD, they are like $40 lol
                I have many of these games but they are pkgs and no extra data was installed (I even played RDR recently), so I guess it was really a disc thing. Blu-ray was probably just too slow.

              • 3 weeks ago
                Anonymous

                Which brand is it and how long has it held up? I might get one myself, knowing my PS3 games are safer will be worth it.

              • 3 weeks ago
                Anonymous

                ~3 years now, it was one of the popular ones on Aliexpress, but I don't remember if it's a Xraydisk or Goldenfir. Tbh I don't really care if it stops working, shit was just $40 and loads stuff pretty fast. I thought it wasn't gonna make a difference but it does, probably the much faster random read speeds.

              • 3 weeks ago
                Anonymous

                If you want to check for sure try games like Rage that are known to have streaming issues due to the slow HDD speed, if you get less pop-in and less low res textures it's making a difference.

              • 3 weeks ago
                Anonymous

                Looks like Digital Foundry did a test back in the day and it improves considerably

        • 3 weeks ago
          Anonymous

          >the only models that can't be hacked are the Es
          to clarify a lot of Es can be hacked, just not the final revision, winchester

          • 3 weeks ago
            Anonymous

            Dammit Dean

        • 3 weeks ago
          Anonymous

          >the only models that can't be hacked are the Es
          to clarify a lot of Es can be hacked, just not the final revision, winchester

          Dammit Dean

          I'm pretty sure they only did the winchester boards as a big frick you to the scene, no one was going to buy these shitty Es in fricking 2013.

          • 3 weeks ago
            Anonymous

            Yeah, kind of. The 360 was selling like hotcakes in Brazil and India but nobody was buying games there because of piracy, so they released the Es in an attempt to improve software attach rates in those markets. The used 360 hw market is still very active in both regions.

            • 3 weeks ago
              Anonymous

              I'm Brazilian and not really, it's pretty much dead. And no one fell for the Es either, why would anyone buy a model you can't pirate lmao
              In fact I can't even find an used E for sale on Facebook, they are all Elites and Slims.

              • 3 weeks ago
                Anonymous

                Glad to know people have moved on. I take it they stopped putting new FIFA games on there? And yeah, it was a desperate saving throw from them that backfired. Is Brazil PS4 cfw land these days?

              • 3 weeks ago
                Anonymous

                I don't play on consoles anymore but looks like most people just went legit, but they re-sell/trade games on facebook groups quite often, I think they just keep 5-10 games on rotation. But PS4 is the king, yes.

              • 3 weeks ago
                Anonymous

                >Is Brazil PS4 cfw land these days?
                NTA but I don't think so, PS4 is kind of a b***h to work with comparison with the PS3 and consoles with modchip, so people just buy used shit for the regular PS4 or Series Ass with gamepass. Most of them must play Fortnite for free toughbeit.
                I own a jailbroken PS4Pro, kinda lazy to snatch a jailbreakable PS5 to replace it, let's see how the Pro version comes out

              • 3 weeks ago
                Anonymous

                Oh yeah, Series Ass with NuFIFA makes sense I guess.

              • 3 weeks ago
                Anonymous

                isn't efootball or whatever it's called nowadays f2p?

              • 3 weeks ago
                Anonymous

                eFootball went to shit, PES died a long time ago in Argentina and Brazil, it's very niche now.

              • 3 weeks ago
                Anonymous

                So how are normalgays getting their football fix? Apparently FIFA doesn't exist anymore either

              • 3 weeks ago
                Anonymous

                FIFA (it's called EA Sports FC now)
                eFootball is PES (formerly ISS, FIFA's old rival that once used to btfo it)

              • 3 weeks ago
                Anonymous

                >formerly ISS
                Winning Eleven homie

              • 3 weeks ago
                Anonymous

                a few favelabros in my region are on 360s since it takes dvds like the ps2 but yea some of them are fifacattle and rather stay legit on ps4 for online/ultimate team shit.
                and yes you can rgh some 360-e motherboards, i have one of those.

              • 3 weeks ago
                Anonymous

                yeah the early ones weren't winchester

    • 3 weeks ago
      Anonymous

      If you don't want to mess around with emulators, yes. There are plenty of good games on both, I'd say these are the last systems worth getting.

    • 3 weeks ago
      Anonymous

      PS3, mainly because I don't like 360 exclusives. Also you can hack any PS3 model in 10 minutes, while 360 needs a modchip, and some later models can't even be modded.

      I can't read. RPCS3 can run most popular games without many issues, Xenia is pretty fricked. But overall still worth it.

    • 3 weeks ago
      Anonymous

      Unironically get a Switch. It costs the same and its on par with graphics and better modding and pirating capability

  45. 3 weeks ago
    Anonymous

    Better question is how Metal Gear Solid 4 and Gran Turismo 5 ran with 256mb ram.

    • 3 weeks ago
      Anonymous

      MGS4 isn't that impressive, GT5/GT6 look quite good, but they are racing game and these are usually not that demanding. Stuff like GTA V, TLoU and GoW Ascension on the other hand are nuts if you consider the hardware.

  46. 3 weeks ago
    Anonymous

    >did ran
    WHY IS FRICKING EVERYONE AN ESL moron

    • 3 weeks ago
      Anonymous
  47. 3 weeks ago
    Anonymous

    Will we ever see interesting consoles again or are we doomed to shitty AMD APUs forever? Everything is so homogenous and soulless now.

    • 3 weeks ago
      Anonymous

      AMD APUs forever. There's just no reason to invest in custom architectures, AMD and Intel have the best performing CPUs by a long margin and AMD and Nvidia the best GPUs. AMD makes custom designs for anyone who asks so it's a no-brainer.
      Not to mention that PowerPC is dead, so is MIPS. ARM graphics are a joke and not even Apple could develop a ARM CPU that could beat x86 chips performance wise. You either go AMD/AMD or ARM/Nvidia. (no reason to deal with Intel)

      • 3 weeks ago
        Anonymous

        >There's just no reason to invest in custom architectures
        Did you miss the Microsoft FTC leak? They are considering ARM and a custom GPU. Think like Apple M1.

        • 3 weeks ago
          Anonymous

          Nah, they want to sell a dystopian terminal for XCloud shit.

        • 3 weeks ago
          Anonymous

          microsoft cant into software and they have been failing at hardware fpr 25 years straight

        • 3 weeks ago
          Anonymous

          Not anymore. They already signed the contract with AMD for their next system.

          But, by the time PS6 and maybe Xbox Whatever, comes out AMD will have Zen 7 or 8 which is adopting the P-core and E-core approach which mimics the M-series in efficiency.

          2024 and 2025 are going to be a big year for Intel and AMD. AMD is dropping the old way of doing "big" cores and if they manage to come out with a more power efficient processor than Intel, you're going to see a new processor market leader in about 2-3 years. Intel R&D and roadmaps are not looking promising.

          • 3 weeks ago
            Anonymous

            AMD already has big.LITTLE cores. The 7440U and Z1 (regular) use them.

            tbf AMD's got a slightly different approach than Intel/Apple/ARM, but the end result is the same, a few speedy cores for single threading and a bunch of power efficient small cores to back them up

        • 3 weeks ago
          Anonymous

          Not anymore. They already signed the contract with AMD for their next system.

          But, by the time PS6 and maybe Xbox Whatever, comes out AMD will have Zen 7 or 8 which is adopting the P-core and E-core approach which mimics the M-series in efficiency.

          2024 and 2025 are going to be a big year for Intel and AMD. AMD is dropping the old way of doing "big" cores and if they manage to come out with a more power efficient processor than Intel, you're going to see a new processor market leader in about 2-3 years. Intel R&D and roadmaps are not looking promising.

          The FPS/resolution constantly drops. They are literally AMD PCs derived from the AMD Jaguar as was the case with the PS4 and Zen 2 with the PS5. Every future game is going to be optimized for the PS5 Pro which is just an AMD GPU PC.

          As soon as Sony adopted the x86 platform, it was over. Mark Cerny did 15 presentations convincing Sony to use x86 for PS4. PS4 in particular is just BSD on AMD64, its fricking piss easy to write and optimize code for. PS4/PS5 are essentially x86 amd pcs running a OpenGL/Vulcan compatible GPU on top of a BSD based OS. couple that with numerous games using ue4x and its pretty easy and economical to put games on more machines.

        • 3 weeks ago
          Anonymous

          That's their handheld thing

  48. 3 weeks ago
    Anonymous

    PS3 512MB RAM had a 96MB OS footprint that was lowered to 56sh MB RAM in the final years. GTA5 does something funky with the RAM like when Wii U runs BoTW and steals the OS RAM. Persona 5 was the last major PS3 game in 2017 and it used 512MB RAM.

  49. 3 weeks ago
    Anonymous

    People forget PS3s had their own original tech with Cell, it wasn't a normal PC.
    No wonder fricking NASA bought a bunch of them just to make servers.

  50. 3 weeks ago
    Anonymous

    So much soul...

    What went wrong?

    • 3 weeks ago
      Anonymous

      consoles became glorified PCs, going from PS4 to PS5 feels like upgrading a GPU.

    • 3 weeks ago
      Anonymous

      >no iNfamous 1 + 2 on PC
      That one is a bummer, I really enjoyed those games.

  51. 3 weeks ago
    Anonymous

    I've been wanting to pick up a ps3, never owned one. What's a fair price to pay for a working slim? $60 bucks?

  52. 3 weeks ago
    Anonymous

    I got the list. The biggest files are:
    >BLES00246/PS3_GAME/USRDIR/mgs/demo.dat (captions for movies/fmvs plus codec stuff? MGS3 used it for audio too)
    >BLES00246/PS3_GAME/USRDIR/mgs/movie.dat. 2.98 gigs, self explanatory
    >BLES00246/PS3_GAME/USRDIR/mgs/vox.dat. 1.72 gigs - audio files, MGS3 used these for codec
    >BLES00246/PS3_GAME/USRDIR/mgs/bgm.dat. 1.67 gigs, self explanatory.
    Other than that, every stage.dat file is over a gigabyte, less than two and a movie_n.dat at 1.06 gigs.

    • 3 weeks ago
      Anonymous

      Demo.dat is 12.36 gigs. This version totals 29 gigs.

  53. 3 weeks ago
    Anonymous

    Speaking of compressing games, RE2 on N64 is only 64MB. RE2 on PS1 is two disc at 350MB each. That is 90% compression. Bluray to DVD would be 30% compression. You can certainly compression MGS4 to fit on a DVD.

    • 3 weeks ago
      Anonymous

      comparing apples to oranges

  54. 3 weeks ago
    Anonymous

    >As merits of realtime movies, the Konami developer cited smaller size, long playback time, interactivity, seamlessness, and faster reaction to dynamic design changes. In MGS4, realtime movie data are compressed by the chronological order and packetized per frame. After subtitles and sound are added, all of them are encoded into a special stream format. With an in-house 3dsMax plugin designers can modify it. Preview on PS3 is also possible. To suppress data-size explosion of next-gen assets, far-camera character data are more compressed. (In the Q&A time one of questions was about what on the Blu-ray disc is taking that much size, but Konami developers didn't disclose it at the event.)

    Koji's MGS team calls their cutscenes polydemos internally (been like that since MGS1 - a polygon picture) so demo.dat is movie bloat I'm guessing, given how many cutscenes there are in MGS it's probably stuff to do with them.

  55. 3 weeks ago
    Anonymous

    Article about the sound of MGS4:

    https://www.4gamer.net/games/048/G004886/20080910006/

  56. 3 weeks ago
    Anonymous

    >Real-time movies can be said to be the source of the appeal of the MGS series, and have been used consistently since the first generation. The name "Polygon Demo" speaks louder than anything else, as proof of how much attention has been paid to real-time processing since the very beginning. Mr. Takabe pointed out the advantages of real-time movies, including their low capacity and long playback capability, as well as their interactivity, seamlessness, and quick response to dynamic changes. "MGS4" compresses data on the time axis, slices it into frames, packetizes them, adds subtitles, sound, etc., and synthesizes them into a proprietary stream format for use. Playback goes through a complicated process. Movie processing was discussed in the "MGS4" designer session on the first day, but by using 3dsMax's in-house plug-in, designers can directly install effects and adjust the overall flow. ing. Of course, you can also preview it on the actual device. The most difficult point was dealing with the increase in the amount of motion data. The reasons for this include an increase in the number of character joints, an increase in the number of objects that can be displayed simultaneously, and an improvement in the quality of compressed motion that can withstand HD resolution. In order to reduce the amount of data as much as possible, we measure the distance between the character and the camera, increase the compression rate for characters far from the camera, and lower the compression rate for characters close to the camera, thereby reducing the data size and maintaining the overall balance. And a 2D movie. This also uses real-time processing. The reason behind this is that there was a strong desire to save on file size.
    https://game.watch.impress.co.jp/docs/20080912/cedec_mgs.htm

  57. 3 weeks ago
    Anonymous

    And in fact, the audio isn't that uncompressed after all. It's more mixing/effect magic.

    • 3 weeks ago
      Anonymous

      Sound System Overview
      Functionality of Sound Driver (excerpt)
      System Section
      Output: 128out (including STREAM output)
      Main Memory Sound Area: 24MB (including work area)
      Compression: Original ADPCM (approximately 1/3.8 on average), some Linear PCM
      R MIDI Sequence Support
      GR Adjustable Decay Curve by Tone (Volume/Filter/Reverb)
      Interior Panning
      CR Real-time 5.1ch Surround Output
      Application Section
      2 VRAM STREAM Support
      QR Masking Processing
      Spatial Reverberation Processing
      GR Distance Delay Processing
      Doppler Effect

  58. 3 weeks ago
    Anonymous

    >PC got fricked the other day
    >had to buy a new power supply
    >couldn't play anything
    >grab my old PS3
    >play some GT6
    Man this game still looks freaking BEAUTIFUL, easily one of my favorite PS3 games of all time. Sadly I couldn't find a screenshot that made it justice.

    • 3 weeks ago
      Anonymous

      It looks absolutely incredible in photo mode

      • 3 weeks ago
        Anonymous

        GT devs are fricking wizards even if they're a little lacking these days, GT4 unironically ran at 1080i on a fricking PS2

        • 3 weeks ago
          Anonymous

          It isn't that impressive once you discover that 1080i mode was just an upscale from 576x960 and it was 30fps only iirc

    • 3 weeks ago
      Anonymous

      GT devs are fricking wizards even if they're a little lacking these days, GT4 unironically ran at 1080i on a fricking PS2

      GT6 is one of the few games that run at 1080p on PS3, although fps suffers a little in 1080p mode.

  59. 3 weeks ago
    Anonymous

    It didn't. Many games were borderline unplayable on PS3 due to memory limits, Skyrim being a notable example.

    • 3 weeks ago
      Anonymous

      Skyrim shit performance was fixed and it had nothing to do with specs, just Bethesda's incompetence.

  60. 3 weeks ago
    Anonymous

    because back then consoles weren't conputers pretending to be consoles, PS4 onward was just troony tech, literally just steam boxes with a different brand

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