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MIKON8ERISBACK

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I'll add in an exclusivity theory and reasons why.

 

I think there will come a time when there will be no GTA games on PC at all. Think about it from a business perspective, it is easier to pirate a PC game versus a console game, the major publishers are scared witless of 'piracy' (which they roll out for every reason). Also, the consoles simply sell more units. LA Noire, for instance, was a console-exclusive game, R* denied a PC release for a long, long while. Also, RDR is console only, despite fans wanting a PC release.

 

Also, I think that if IV/DLCs get pirated (and a look on any popular pirate site shows a lot of downloads of IV/DLCs), that would be ammuniton for R* to do what they've done with Noire/RDR and release it only on consoles.

360s and Wiis piracy protections is probably just as weak if not weaker, PS3 did have a breach but seems to have fixed it somewhat, and you don't even have to download cracks that could be full of viruses/spyware....

 

Yes PC sales are generally lower, im guessing it has more to do with the fact that not everyone has a gaming pc hooked up to a big screen tv, but a lot of people have consoles

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EASTC0AST_GH05T
The next question is the Xbox 360's physical hardware vs the PS3s. CPU clock speed, RAM, etc.

They're almost exactly the same.

 

Xbox 360 - 500 Million Triangles/sec

PS3 - 250 Million Triangles/sec

 

Vertex Shader Processing

Xbox 360 - 6.0 Billion Vertices/sec (using all 48 Unified Pipelines)

Xbox 360 - 2.0 Billion Vertices/sec (using only 16 of the 48 Unified Pipelines)

Xbox 360 - 1.5 Billion Vertices/sec (using only 12 of the 48 Unified Pipelines)

Xbox 360 - 1.0 Billion Vertices/sec (using only 8 of the 48 Unified Pipelines)

PS3 - 1.0 Billion Vertices/sec

 

Filtered Texture Fetch

Xbox 360 - 8.0 Billion Texels/sec

PS3 - 12.0 Billion Texels/sec

 

Vertex Texture Fetch

Xbox 360 - 8.0 Billion Texels/sec

PS3 - 4.0 Billion Texels/sec

 

Pixel Shader Processing with 16 Filtered Texels Per Cycle (Pixel ALU x Clock)

Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)

Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)

Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)

Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)

PS3 - 16.0 Billion Pixels/sec

 

Pixel Shader Processing without Textures (Pixel ALU x Clock)

Xbox 360 - 24.0 Billion Pixels/sec (using all 48 Unified Pipelines)

Xbox 360 - 20.0 Billion Pixels/sec (using 40 of the 48 Unified Pipelines)

Xbox 360 - 18.0 Billion Pixels/sec (using 36 of the 48 Unified Pipelines)

Xbox 360 - 16.0 Billion Pixels/sec (using 32 of the 48 Unified Pipelines)

PS3 - 24.0 Billion Pixels/sec

 

Multisampled Fill Rate

Xbox 360 - 16.0 Billion Samples/sec (8 ROPS x 4 Samples x 500MHz)

PS3 - 8.0 Billion Samples/sec (8 ROPS x 2 Samples x 500MHz)

 

Pixel Fill Rate with 4x Multisampled Anti-Aliasing

Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 4 Samples x 500MHz / 4)

PS3 - 2.0 Billion Pixels/sec (8 ROPS x 2 Samples x 500MHz / 4)

 

Pixel Fill Rate without Anti-Aliasing

Xbox 360 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

PS3 - 4.0 Billion Pixels/sec (8 ROPS x 500MHz)

 

Frame Buffer Bandwidth

Xbox 360 - 256.0 GB/sec (dedicated for frame buffer rendering)

PS3 - 20.8 GB/sec (shared with other graphics data: textures and vertices)

PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for textures and vertices)

PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for textures and vertices)

 

Texture/Vertex Memory Bandwidth

Xbox 360 - 22.4 GB/sec (shared with CPU)

Xbox 360 - 14.4 GB/sec (with 8.0 GB/sec subtracted for CPU)

Xbox 360 - 12.4 GB/sec (with 10.0 GB/sec subtracted for CPU)

PS3 - 20.8 GB/sec (shared with frame buffer)

PS3 - 10.8 GB/sec (with 10.0 GB/sec subtracted for frame buffer)

PS3 - 8.4 GB/sec (with 12.4 GB/sec subtracted for frame buffer)

 

Shader Model

Xbox 360 - Shader Model 3.0+ / Unified Shader Architecture

PS3 - Shader Model 3.0 / Discrete Shader Architecture

 

Xbox 360 has the advantage in most cases.

What a crock of BS spec wise even Microsoft's lead dev acknowledged that the ps3 is more advanced they are not identical in no way shape or form and the ps3 exclusives look wayyyy better then 360s exclusives. 360 fanboys are in denial about there machines specs I have even seen some try to argue that Xbox is better then PC spec wise lol. They will not accept the fact that hardware spec wise the 360 is inferior to the ps3.

That screams fanboy at me. All this will do is lure more in for the same recycled argument.

OK what I responded screams fanboy but all them inaccurate stats posted before that I responded to doesn't scream fanboy to you lol. My only gripe is if your going to be a critic or fanboy atleast be accurate with yours. You have no reason to be upset either if you don't like what you see and it bothers you disregard it and move on.

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Please remember that im not a troll who's been trying to instigate console fanboy wars on the forums.

But you could've known it would end up to be a platform war.

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Sunrise Driver

 

I'll add in an exclusivity theory and reasons why.

 

I think there will come a time when there will be no GTA games on PC at all. Think about it from a business perspective, it is easier to pirate a PC game versus a console game, the major publishers are scared witless of 'piracy' (which they roll out for every reason). Also, the consoles simply sell more units. LA Noire, for instance, was a console-exclusive game, R* denied a PC release for a long, long while. Also, RDR is console only, despite fans wanting a PC release.

 

Also, I think that if IV/DLCs get pirated (and a look on any popular pirate site shows a lot of downloads of IV/DLCs), that would be ammuniton for R* to do what they've done with Noire/RDR and release it only on consoles.

We've been hearing this piracy crap since GTA3 release. And guess what? Still GTAs are on PC. People never learn. I thought GTA4 PC and EFLC PC releases could end all that doubts in future PC versions.

And what's with LA Noire PC? It was released faster than some GTAs on PC and more optimized than GTA IV.

 

Actually it's GTA on consoles I'd worry about:

http://www.gamefront.com/paradox-boss-the-...ly-be-the-last/

Edited by Street Mix
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Only thing i see for 360 thats a problem is the DVD the 360 uses is 9GB. Im 1000000% sure the games gonna be bigger then 9GB... They could pack it all on a few disks and FORCE users to install to hard drive, but that would not be very enjoyable.

No, GTA IV took about 14GB of space.

 

If the Xbox's DVD's only supported 9GB, then we would have already used two disks.

 

ON TOPIC: People should stop arguing. Why do you care? Why do you care for a game that's set to release early next year. That's one year of your life you're flushing down the toilet for a game you will end up playing anyways.

 

PS. I come here for the lulz.

 

-Stock Loc

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Why not lock this? It's not like your idea is new, or even THAT MUCH closer to reality then before. RUMORED at best

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MIKON8ERISBACK

This thread has exploded in replies in a manner I cant keep up with.

I get it, R* won't lose money over not porting to the 360. My idea was that R* wouldn't wanna eat into their profits by shipping multiple disks in one pack. I thought that with 50GB dual layer Blu Ray discs they wouldn't even bother with data compression. f*ck this thread. You debunked me. I accept it.

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MIKON8ERISBACK

Publicly making controversial theories on these forums is dangerous business.

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Publicly making ludicrous theories on these forums is dangerous business.

Fixed that for you wink.gif

 

And locked as you requested.

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