[ut3] Linux Client

Валерий jazzvoid at gmail.com
Tue Jun 9 03:31:42 EDT 2009


Huh? Cell-shading is an old technology. I know it was available as custom
setting in Blade of Darkness (2001), and was not really performance
consuming.

2009/6/9 Majic <majic.one at gmail.com>

> For some reason I really want a PS3 dev kit to hack on now...  Anyway, I
> seriously doubt cell-shading is more computationally expensive with today's
> hardware, though I lack the game programming experience to prove it.  So I
> am just declaring my doubt.
> *yawn* So tired...
>
>
> On Mon, Jun 8, 2009 at 11:56 PM, Thomas Ilnseher <ilnseher at eit.uni-kl.de>wrote:
>
>> Am Dienstag, den 09.06.2009, 01:37 +0600 schrieb Zato-2:
>> > >On Mon, 08 Jun 2009 20:10:53 +0100, Thomaz de Oliveira dos Reis
>> > ><thor27 at gmail.com> wrote:
>> >
>> > >That is why Wii, with the most powerful hardware, has most games in
>> > >cel-shading, and the others, like PS3 and 360, that has a really poor
>> > >hardware, uses realistic graphics.
>> >
>> > >I think we're all drinking WINE too much...
>> >
>> >
>> > Wii specs:
>> http://en.wikipedia.org/wiki/Irony
>>
>> > http://www.wiisworld.com/wii-specs.html
>> >
>> > Central Processing Unit (CPU)
>> > IBM Broadway 729MHz
>> > Graphics Processing Unit (GPU)
>> > ATI Hollywood 243MHz
>> > Supported Resolution
>> > Up to 480p
>> > System Memory
>> > 88MB
>> >
>> >
>> >
>> > PS3 specs:
>> > http://playstation.about.com/od/ps3/a/PS3SpecsDetails_3.htm
>> >
>> >
>> >
>> > CPU: Cell Processor
>> >
>> >       * PowerPC-base Core @3.2GHz
>> >       * 1 VMX vector unit per core
>> >       * 512KB L2 cache
>> >       * 7 x SPE @3.2GHz
>> >       * 7 x 128b 128 SIMD GPRs
>> >       * 7 x 256KB SRAM for SPE
>> >       * * 1 of 8 SPEs reserved for redundancy total floating point
>> >         performance: 218 GFLOPS
>> >
>> > GPU: RSX @550MHz
>> >
>> >       * 1.8 TFLOPS floating point performance
>> >       * Full HD (up to 1080p) x 2 channels
>> >       * Multi-way programmable parallel floating point shader
>> >         pipelines
>> >
>> > Sound: Dolby 5.1ch, DTS, LPCM, etc. (Cell-base processing)
>> >
>> > Memory:
>> >
>> >       * 256MB XDR Main RAM @3.2GHz
>> >       * 256MB GDDR3 VRAM @700MHz
>> >
>> > 2009/6/9 Owen Shepherd <owen.shepherd at teknetium.com>
>> >         On Mon, 08 Jun 2009 20:10:53 +0100, Thomaz de Oliveira dos
>> >         Reis <thor27 at gmail.com> wrote:
>> >
>> >                 That is why Wii, with the most powerful hardware, has
>> >                 most games in
>> >                 cel-shading, and the others, like PS3 and 360, that
>> >                 has a really poor
>> >                 hardware, uses realistic graphics.
>> >
>> >                 I think we're all drinking WINE too much...
>> >
>> >
>> >
>> >         I looked up many of the "cel-shaded" games for the Wii and
>> >         most of them ignored outlines &
>> >         character lighting. Of the ones which did implement them, it
>> >         was painfully obvious that they
>> >         were using 2D billboards for the characters.
>> >
>> >         This is a given; the Wii just can't do real cel shading
>> >         because it lacks shader hardware.
>> >
>> >         Perhaps the reason more Wii games use a form of cel shading is
>> >         because the hardware is
>> >         incapable of realistic graphics and imitating cel shading and
>> >         because of the audience of
>> >         their games, rather than technical reasons?
>> >
>> >
>> >         _______________________________________________
>> >         ut3 mailing list
>> >         ut3 at icculus.org
>> >         http://icculus.org/mailman/listinfo/ut3
>> >
>> >
>> > _______________________________________________
>> > ut3 mailing list
>> > ut3 at icculus.org
>> > http://icculus.org/mailman/listinfo/ut3
>> --
>> Thomas Ilnseher <ilnseher at eit.uni-kl.de>
>>
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>>
>
>
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-- 
Валерий
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