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原文出处:http://gamesindustry.biz/content_page.php?aid=17547
原文:Top developers slam PS3 "broken" allegations
Rob Fahey 17:06 07/06/2006
"They've got the wrong end of the stick grasped firmly in both hands."
Senior developers working on PlayStation 3 titles have told GamesIndustry.biz that reports of serious problems with the system's Cell and RSX hardware are "misleading and uninformed."
资深PS3游戏开发商声称关于CELL+RSX硬件的传闻“误导+不属实”
Earlier this week, technology news site The Inquirer reported that the PS3 was "slow and broken", with a correspondent for the site claiming that massive flaws with the console's hardware mean that it is "hobbled" compared to Microsoft's Xbox 360.
The.inquirer 几天前失实报道PS3和360比起来有显著的漏洞
The site based its assertions on a claim that the NVIDIA-designed RSX graphics unit has a slower triangle setup rate than the ATI-designed part in the Xbox 360, and on a slide from Sony's Devstation event a few months back showing the memory access speeds within the console.
这个网站的断言有针对RSX的偏见性言论。尤其是关于PS3三角形填充率和内存速度的分析。
However, speaking to GamesIndustry.biz this week, several developers who are familiar with the PS3 hardware have rubbished the claims made by The Inquirer - describing both sets of figures as "entirely meaningless."
好几位对PS3熟悉的游戏开发商已经发表言论证明以上论断是完全没有任何意义的。
Although our sources declined to be named due to the continuing secretive and NDA-laden nature of PlayStation 3 development, they were unanimous in claiming that the figures, while they may well be true, have been grossly misinterpreted.
虽然,在上述报道中的数字是真实的!!但是,对数字的解释和分析是完全错误的。
The contentious triangle setup figure, which The Inquirer claims to be 270 million triangles per second, compared to around 500 million per second in the Xbox, came under fire first.
上述报道中陈述2.7亿多变形/秒 (PS3)对应5亿/秒(360)
"It's just a pointless measurement," one programmer told us. "Where's the context? How were these numbers measured? There are loads of different ways you can measure tri performance, and just putting up headline figures like that tells you nothing."
“这种数字的比较完全没有任何意义”一个程序员说,“再没有任何上下文的情况下,这些数字不代表任何东西”
"In fact, the PlayStation 2 had better tri performance than the Xbox, on paper," he continued. "Everyone knows that the Xbox was more powerful at running real games, but if you just wanted to fill a screen with 2D, flat colour, unlit triangles, then the PS2 was much better at that, so it looked great in benchmarks. That just shows how meaningless this measurement is - it's really pointless."
事实上PS2比XBOX的三角形生成能力要高,但是XBXO在游戏中比PS2要更加强大。
如果要在一个2维空间,没有颜色/光照的情况下PS2在生成三角形要比XBOX强,但这并不意味着XBXO的游戏比PS2差
However, particular scorn was heaped upon the claim that the Cell is being "hobbled" by slow memory access - based on a Devstation slide which shows Cell having only 16Mb/s read access to "Local Memory", compared to the 10-25Gb/s access figures for other component and memory types in the PS3.
另外,关于CELL设计有误,内存带宽仅有16Mb/s也是误解
"They've got the wrong end of the stick grasped firmly in both hands," said another source regarding this claim. "I'm not even sure if they're holding the right stick."
Each developer concurred that the slide in question was referring to local memory on the RSX - the graphics memory, in other words, and not the local memory on the Cell processor which The Inquirer claimed was in question.
上述图片中的local memory指的是RSX显卡的显存,而不是系统内存或者是CELL的SPE内存。
"I didn't see that slide at Devstation, but all the numbers add up," one coder said, "and it's a total non-issue. You never, ever need to access that memory from the Cell - I can think of some useful debugging things you might do with that access in the testing stage, but that's about it. In fact, on the PS2 you couldn't access that memory from the CPU at all, and it was never really a problem!"
一个程序员说,CELL从来就不需要直接从RSX的显存中读取任何资料。实际上在PS2上面,EE根本就不能直接读取显存中的资料。有可能这种数据通道在debug时候有点用处,但是实际游戏完全不会有任何问题。
"I can see a couple of reasons why you might want to use it," another developer told us, "but really, they're pretty obscure, and you could probably do them on the RSX anyway, since it's quite flexible. Besides, if you really need to access video memory from the Cell, you can use the RSX to copy it over into main memory really quickly - it's all there on the slide."
另外一个程序员说,实际上如果CELL真正需要用RSX显存的内容的话,可以通过其他途径。因为RSX读内存的管理非常灵活。实际上这也在DEVstation的投影中,只不过TheInquirer故意没有放出来而已。
"I doubt a single person in the room batted an eyelid when they showed that slide," continued the first source. "It's exactly what we'd expect, and the bits that we actually need to use to make games are perfectly fast."
While dismissing The Inquirer's claims as entirely spurious - and pointing out that even if they were true, they would be flaws so serious that Sony would simply not be able to release the Cell chip in that state - at least one of our sources admitted that PS3 was taking some time to get used to, but perhaps not as much as some parts of the media have suggested.
谣言不攻自破,明显SONY绝对不会运用一个设计不合理的芯片。
"I'd say PS3 was a challenge to work on," he said, "but every new platform takes a while to get used to. Put it like this, I worked on early PS2 games, and those were a real nightmare - we're getting code up and running on PS3 much faster than we did last time around."
在PS3上面编程是一种挑战,但是每个平台都有他们的特点,实际上我(某个程序员)开发的初期的PS2游戏开起来很糟糕。但是现在我们在PS3每天都能有很好的进步。
"Once people start doing really impressive stuff on PS3 and Xbox 360, they're both going to be much the same [in terms of diffi***y]," he concluded. "Sony's giving us better tools this time around - they're still not great at communicating and there are some weird holes in their developer support, but they've learned a lot of lessons from PS2."
虽然PS3和360的性能都不错,但是他们的开发都不容易,SONY这一次(相对PS2)给了我们更多的时间的开发工具,但是他们的售后服务还不是十全十美,不过我们从PS2的开发商学习了很多的经验。
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关于谣言,总有人孜孜不倦的传播,真可谓一颗老鼠屎就能破坏一个论坛和玩家们的和气。. |
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