Originally posted by: Sable
In PS2 you can shade 2 pixels per 4.7 clocks. With PS3 you can shade 3 pixels per 4.7 clocks.
Also, PS2 requires a badger to be placed under bucket with your XP CD whereas PS3 just needs the bucket and the CD.
Very handy, I was going through badgers at a fantastic rate, although that could have been the water cooling I was using on my bucket.
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Originally posted by: Frackal
nipples show up much clearer in PS 3.0 pr0n
Originally posted by: josh6079
Originally posted by: Frackal
nipples show up much clearer in PS 3.0 pr0n
LOL!!:laugh:
He's thirteen!! He probably hasn't seen those yet!!
Originally posted by: BFG10K
Larger instruction counts, dynamic branching and higher precision as a minimum to name a few.
Originally posted by: munky
In PS3 you can do something like this:
for(i=0;i<255;++i){
a=...
if(a>4) break;
}
That's an example of a loop with dynamic braching. In PS2 you'd have to rewrite the code and split it up into several shader passes. So while the same effect could be done in PS2 as in PS3, the PS3 method is easier to code, and may run more efficiently on the hardware.