Saturday, 26 June 2010

Tech Analysis: Killzone 3 E3 Demo - 2D VS 3D

Killzone 2 is still one of the technical benchmarks for Sony’s PS3. However you might dislike the dark and grainy art style, or the subdued colour palette on offer, the game showed developers (and gamers alike) just what was possible on the system when tightly using the CELL + RSX combo the way is was supposed to be used. And for E3 2010 Sony took Guerrilla Games’ Killzone 3 as their lead technical showcase for not only the PS3, but also for their newly affirmed focus on 3D gaming.

From all the screens and videos released there’s no doubt that Guerrilla’s latest is as visually striking as it is technically brilliant, but what about under the hood? What’s changed? And more importantly how well does the current engine hold up to rendering in 3D, especially with minimal compromises on what’s being pushed around on screen?

Well, in this feature that’s exactly what we’ll be taking a look at, analysing the E3 build of the game in both 3D and 2D, seeing exactly what improvements have been made and what has been paired back in order to get the game working (fully playable I might add) in 3D.

Anyway, before we talk about that in more detail, lets take a look at the game in 2D and see just how it fares at its current point in development.

Like with it’s predecessor Killzone 3 renders in 1280x720, but rather than use quincunx anti-aliasing again the developers have elected to use morphological anti-aliasing instead - a far superior technique for reducing jagged lines whilst maintaining overall image quality.

Looking at the screenshot below, the effect the MLAA has on image quality is obvious. The final image is much sharper and clearer, with fewer jagged lines being present than before, and without any additional blur caused by the use of QAA. The only blur you are seeing in the screens is caused by the various post process, and depth of field effects that Guerrilla are using throughout the game, all of which are artistic choices and not technical compromises. It’s all part of the dark and gritty look of the franchise.


Like with God Of War 3 some surfaces receive as much as 16xMSAA, whilst others more in the range of 4x, or occasionally less in areas with ultra small polygon edges. Ether way the use of MLAA is a marked improvement from the QAA of the first game.

However, unlike in certain games (I’m talking about you Red Dead) the use of QAA in Killzone 2 wasn’t at all detrimental to the overall image. Instead the slightly blurrier looked suited the art style the developers were aiming for, and the image still looked particularly clean and quite sharp. The same could also be said of Insomniac’s Resistance: Fall Of Man, and its sequel - both of which used the infamous QAA.

Switching to MLAA simply allows texture detail to come through unscathed (no blur) with greater levels of edge smoothing at a lower cost. You’re getting a smoother look without making any of the same compromises as before, and potentially saving on memory as well.

So like with God Of War 3 the use of MLAA does much to improve image quality whilst having less of a performance hit than you might think. Although are times in which this new form of anti-aliasing isn’t so effective at dealing with jagged lines, particularly when coming up against sub pixel aliasing - something which does crop up noticeably in parts of Killzone 3. Areas of the game which features loads of thin polygon lines; fences, railings, power cables etc, are all prone to displaying jaggies, and this is something that MLAA can’t really help with.

Below is a clear example of what I mean. In the screenshot it is evident that sub pixel (a triangle smaller in size than a pixel of the rendering resolution) edges receive no AA of any kind, something which would either require a change in how these objects were rendered or a switch to supersampling in order to resolve the problem.


Essentially MLAA works by detecting edges in a scene on a pixel level, finding them and smoothing them over resulting in a highly effective way of dealing with jaggies. This is perfect for high contrast scenes (unlike with MSAA) as edges are clearly detectable thus being easily smoothed over. The problem comes in when the edges you have to deal with are smaller than one pixel of the rendering resolution, and as MLAA works only on pixel size edges anything smaller simply gets no anti-aliasing. Or that is how I understand it. The result is some edge shimmering and noticeable aliasing on objects with lots of sub pixel edges.

Moving on to smoke and particle effects, it is obvious that they are again rendered in a lower resolution than the rest of the game.

Like in Killzone 2 all alpha effect buffers are rendered in 640 x 360 (quarter of the resolution of 720p), a common practice for most PS3 developers due to the system’s lack of available memory bandwidth compared to Microsoft’s 360 with its 10MB EDRAM.

Basically PS3’s GPU, the RSX, features a fairly low pixel fill rate, and this effects how many transparencies can be drawn on screen at any given time. 360 on the other hand through its use of EDRAM provides the GPU with a much higher fill rate enabling not only more transparent objects to be drawn at once, but also to feature transparencies at a matching screen resolution en masse.

In motion the lower resolution of the alpha buffers is hardly visible with the various post processing effects going on – such as depth of field - and they do look rather smooth and well defined. Although, as we can see below in still screens these effects still appear to look softer than the objects around them.


Impressively, it looks like the developers are using volumetric effects for all the smoke in the game (like with Killzone 2), although in reality this is somewhat misleading. Instead of actually rendering 3D volumetric particles, they are using layers of 2D sprites which have been blended together and combined with geometry using something called ‘alpha test’ in order to re-create that volumetric look without the added processing cost of doing it for real.

This blending is also one of the reasons why the smoke and particle effects all look somewhat soft and smoothened, in addition to the AA that they seem to be getting on top of that, and of course the upscaling taking place. It is also noticeable that the higher contrast nature of the stage demoed at E3 seemed to lessen the volumetric look associated with the effects, whilst also diluting the dynamic lighting being used somewhat.


Despite this Killzone 3 still looks visually stunning though, losing nothing along the way from the last game, and the developers may have also seen fit to upgrade the use of ambient occlusion for this latest instalment.

Previously for Killzone 2 Guerrilla were in the process of adding real-time SSAO (screen-space ambient occlusion) to the game but didn’t have time to properly implement the effect, instead using baked AO as a substitute. Now it looks like this could have been changed, and for the first time we are seeing what appears to be proper use of SSAO for Killzone 3.

Although officially unconfirmed at this point, the screenshot below clearly shows some evidence of the effect being present. Just check out the shadows on the floor below the Helgast’s feet, in which we can see that something different is definitely going on. SSAO? Maybe. And it wouldn’t be a surprise to see it given the fact that it was being worked on long before development on KZ3 started.

You can also see the improvements made to texture quality compared to KZ2. Textures are clearer, crisper, and generally more detailed than before, perhaps as a result of no blurring being present from using QAA, but also because texture resolution seems to have been upped for certain objects in the game.


From what we’ve seen so far KZ3 is shaping up to be a clear visual improvement over the last game in 2D, with the MLAA being a particular standout, and the cleaner, sharper look appearing giving the game a more polished feel overall. The sense of scale has been noticeably upped, and the sheer amount of stuff going on at once is undoubtedly impressive.

But how does this compare with the game running in 3D?

Surprisingly, Guerrilla Games have also managed to achieve some of these feats when rendering the game in this mode, like keeping in all the complex smoke and particle effects without cutting back on the amount of stuff on screen at any time. However, the game’s rendering resolution in this mode leaves a lot to be desired.

When rendering in 3D you are essentially doubling up most of your graphics work rendering every frame twice, one for each eye. Now, certain things can be carried over between frames to save on performance, but many things can’t, and this why cutbacks have to be made. And for Killzone 3 there are sizable cutbacks with regards to the games rendering resolution, and the resolution of alpha channel visual effects.

Below are two screenshots showing the game in action. The top one shows the game running in 3D mode, and the bottom the same scene but running in 2D. As you can tell the difference is night and day, with the 3D version looking rather unsightly.


Killzone 3 in 3D


Killzone 3 in 2D

Looking at the above screenshots you can see that image quality has taken a massive hit as a result of the steep drop in both rendering resolution of the main framebuffer, and the alpha channel effects buffers.

For its 3D mode Killzone 3 renders in 640x716 with MLAA, and the effects buffers (which were already rendering in quarter resolution) are again halved down to 320x360 creating an unsightly scene of jagged lines and upscaling artefacts.

The alpha effects in particular seem to suffer the most with this, as when they overlap with opaque geometry they cause aliasing atifacts to appear heightening the games increased jagged appearance. In addition shader and sub pixel aliasing are also magnified as a result.

Having to render twice the amount of geometry on screen at once also causes problems, and various reports of seeing the game running in 3D state that there is noticeably greater levels of pop up compared to running in 2D mode. Even though you are running at half resolution, you still have to render the geometry twice so there is still an impact with performance despite cutbacks in the number of pixels being worked on compared to rendering in full 720p for 2D.

So far it isn’t looking too good for Killzone 3 in 3D, with the current build definitely being a poor representation of how the game should look, although in that respect you simply cannot expect standard 2D levels of performance with current generation console hardware. There just isn’t enough power to handle it, and with optimisations only so much can be done. However seeing the game being displayed with all the intricate particle effects and multiple light sources in 3D is pretty impressive, even if the result isn’t as clean or as smooth as we’d like. I would say that it not only shows promise, but also is a key indication of just how much untapped potential is still left inside the PS3 hardware for games in general.

There is also the opinion that increased levels of jagged edges and upscaling artefacts are less visible when viewing them in 3D compared to seeing the same thing in 2D. How true or accurate this is I don’t know, not actually seeing Killzone 3 running in actual 3D in the flesh – only a 2D version of the game’s 3D rendering mode. But the argument for even having a cut down, lower-res 3D mode is unsurprisingly strong, especially given the marketing potential for this new format.

Either way Guerrilla Games have stated that they are targeting 720p (1280x720) for Killzone 3 in 3D, and it’s likely that they’ll do whatever it takes to reach that milestone without overly compromising the look of the game, optimising where necessary, and cutting back on post processing effects that don’t work so well in 3D (motion blur, depth of field). Full 720p looks to be pretty much out of the equation, realistically. But you know, maybe something like 852x720, which would still provide better image quality than 640x716, but without having to cutback as much on the core graphics make up of the game.

With Killzone 3’s release not until February next year the developers have plenty of time to improve and optimise their engine for both 2D and 3D, so it will be rather interesting to see just how well the game fares a few months down the line. As new videos surface, and information gets drip-fed out we shall no doubt be taking another look at the game and the tech behind it.

Thursday, 24 June 2010

BBC iPlayer 3 On The Way To PS3?

The PS3 may already have a version of the BBC iPlayer, but according to site Tech Radar, and the BBC’s web developer Simon Cross, a new version of the popular video streaming service may be making an appearance on Sony’s system sometime later this year.


BBC’s iPlayer 3 is currently doing the rounds as a beta test on PCs for various web browsers and is set to include social networking features, and possible Facebook support further on down the line. Other upgrades include a new ‘For You’ section that essentially recommends you new programmes based on what you’ve been watching.

Cross also told the site that they were in the process of working out how to allow access to the iPlayer for users without them having to sign in before be able to view content, making the new experience as user friendly as possible.

"We don't know whether to integrate it with the PSN signing in process or do something new," he said.

With regards to 360 owners however, nothing was really said about a version of the application for Microsoft's console. And seeing as there are still issues with the company wanting to make the service only available to Gold Xbox Live subscribers - which is against the BBC’s policy as everyone already pays for the service via the TV licence - it could take a while for the matter to be resolved.

"It's great what has been done with Facebook on Xbox Live, so I hope something similar can be done with the iPlayer."

At the moment there’s no date set for the PS3 version of the iPlayer 3, although it will definitely arrive at some point later in the year. While 360 owners on the other hand are obviously left completely in the dark until things are sorted out between Microsoft and the BBC.

Tuesday, 22 June 2010

Nintendo 3DS GPU Revealed

Yesterday Japanese firm DMP revealed the graphics processor contained within the Nintendo 3DS ending speculation as to where the GPU would come from, and how powerful it really is.

A few days ago we assessed the capabilities of Nintendo’s new handheld based on seeing a handful of high-performance games and comparing them to titles on other platforms. It was a rough guestimate on how powerful we thought the machine to be, with a potential re-assessment upon having concrete new information. That re-assessment this is not, instead what follows is a look at the actual GPU that is powering the hardware and how the specs released ties into what we’ve seen of the 3DS’s capabilities so far.


First things first. The GPU powering the 3DS is the DMP PICA200 graphics core, a 2006 chip designed solely for portable device applications – everything from mobile phones to games consoles is mentioned in the specs document – and which actually packs quite a reasonable punch for cheap and efficient graphics rendering in a handheld device. With the design of the chip being complete in 2005 and released into market the following year, it isn’t in the same league as the GPU powering the iPhone, although it does fit squarely in between the GameCube and the Xbox in terms of overall ability.

According to DMP the chip is rated at 15.3 million polygons per-second (pps), with a pixel fill-rate of 800 million pixels per-second (more than the GCN but less than XB and Wii), all running at relatively fast 200mhz. Interestingly the numbers here are actually real-world figures in terms of the chip being used as a GPU solution in custom hardware. However, the demos and games shown for the 3DS don’t add up visually with the numbers given above, with the most complex titles pushing no more than 4, maybe 5 million polygons per-second at best.

So how can this be explained? Could it simply be a case of early development hardware, or a lack of optimisation with first-generation games? Well, this is particularly unlikely seeing as some of the software shown at Nintendo’s press event was highly polished and running at a brisk 60fps – not something un-optimised titles tend to do this early on in the hardware life cycle.

You could also argue then that the use of 3D, and having to render each frame twice could be having a considerable impact on the system’s graphics performance, if only were not for the fact that the 3DS renders one 800x240 image and splits the horizontal resolution down to 400 for each eye. At this low resolution, such a heavy performance hit isn’t very plausible seeing as you are basically rendering 800x240 as a total single screen resolution with 60fps equating to 60fps, and not 30fps as it would be for rendering for display using regular stereoscopic 3D images.

This resolution is hardly GPU busting compared to what the iPhone is doing – its basically little more than a expanded version of the Saturn or PSone’s low resolution mode.

Instead all signs point to Nintendo downgrading the chip in some way. The most likely scenario is the same one Sony took when launching the PSP, downcloking the GPU in order to save on battery life at the expense on overall performance. This lowering of the clock speed would indeed have the undesired effect of lower polygon throughput, thus resulting in the lower geometry counts we are seeing in the first batch of 3DS games.

The other area is memory. Even if the chip is capable of delivering somewhere in the region of 15.3 million polys per-second, the 3DS might not have enough graphics RAM in order to hold more than 4-6 million textured, lit and fully shaded polygons on screen, in which case the full power of the GPU is largely irrelevant with the exception of the extra grunt being used to obtain a stable 60fps in ‘most case’ scenarios.

Either way, without actually seeing the entire specification set of the machine we can’t really make any more assessments on how powerful it is, or how much of the above GPU performance is obtainable in real-world scenarios in 3DS games.

More interesting though, is the GPU’s lack of any programmable pixel shaders. We estimated that the 3DS might in fact have pixel and vertex shaders in our initial assessment of its capabilities last week due to seeing what looked blatantly like shader-based effects being visible. As it turns out this is only half the story.

The 3DS is basically an Open OpenGL ES 1.1 compatible chip with some customised fixed-function effects and vertex shading capabilities, but no pixel shader support of any kind. It has the ability to perform advanced effects such as per-pixel lighting, refraction mapping, procedural texturing, soft shadows, and gaseous object rendering. All of which are carried out using fixed hardware routines, and not as hinted at by Nintendo, shaders themselves. However, like we mentioned in our original article many of the effects created through the use of shaders can also be duplicated using fixed-function hardware. And in this case DMP have bumped things up considerably, with more advanced extensions than most previous fixed-function T&L GPU’s tended to have.

The fact that many, myself included, saw evidence of pixel shaders at work proves that using a cheaper, older fixed-function design was the correct way to go. Many of the custom extensions are much more powerful than the ones available on either the Wii or the GCN, and in most cases perfectly replicate the look of programmable pixel effects.

For such a low-resolution screen, and the kind of handheld Nintendo makes, the above solution seems like a good fit. For one we can expect the 3DS to be much cheaper than competing platforms with similar 3D LCD screen technology, and at the same time still have some pretty impressive visuals for the price.

Once again it has to be said that Nintendo definitely have been very thoughtful, and indeed economical in its part selection for the 3DS, using old and outdated hardware to good effect. It’s something that seems to have worked for them in the past with both the NDS and the Wii, and will no doubt work for them again with the 3DS as well.

Sunday, 20 June 2010

Tech Report: Inside The Xbox 360 Slim

Earlier on in the week at E3 in Los Angeles Microsoft unveiled the brand new slim version of the Xbox 360, finally ending rumours of a new outer casing design and internal component revisions. We first reported on the 360 slim way back in march when photos of its motherboard were leaked onto the internet, showcasing what looked like a combined CPU/GPU on a single chip or die, and boasting a more efficient single fan cooling system. Now, with the console starting to filter into homes and into the hands of various tech-savvy enthusiasts, we can finally take a look under the hood of the machine and its internals.

Those of you expecting any last minute revelations are likely to be disappointed, as much of what we said back in our original 360 slim report was pretty much 100% correct. The use of a combined CPU/GPU and EDRAM, internal fitting hard drive, optical output, and external power supply are all correct and present, as is too the lack of any memory card slots or ability to use the old 360 hard drives on the new unit.


Looking at the final retail console’s motherboard (pics of which are quickly circulating around online) we can see that this latest revision of the 360 console uses the long-time rumoured Valhalla chipset, which consists of a CPU, GPU, and EDRAM all on one package. I say package as each of the chips are single entities housed all on one die, with the CPU and GPU produced on a 45nm process node.

As for the EDRAM, well it looks like that might also be produced at 45nm like the other two chips, although this isn’t confirmed. Last we heard TSMC were having trouble shrinking down the EDRAM on a 45nm process so we surmised that it might have to be done on something like 55nm. This now doesn’t seem to be the case, with sources pointing to the chip being finally fabbed at 45nm, which also goes hand in hand with reports that the Valhalla chipset as a whole is being manufactured at the Global Foundries owned Chartered Semiconductor.

Anyhow, the brand new single die design means that the chip runs a lot cooler than previous versions, which are larger and more power hungry. The advantage is that the new slim can be cooled with just one fan, and an efficient heat dissipation system build around that design. To that end the fan covering the CPU/GPU/EDRAM package is housed directly below the vents situated on the top of the outer casing, along with the actual chip package itself. The fan draws in cool air from the top of the console and then blows out heated air through the sides, dissipating the heat far more efficiently than previous models were able to do.

Other than the brand new combo chip package, the motherboard has also seen a complete re-design looking a lot more streamlined than before. Much of the excess fat has been cut, and components that were no longer needed have been cut away leaving a less cluttered design behind. Again, less stuff needed to be powered equals less overall heat, so there are less likely to be any issues of additional components creating heating issues in such an enclosed pace.

One thing that does appear to be the same as in the previous Jasper model 360, is the use of those 1 Gbit Samsung DDR3 RAM chips for the system’s unified memory. With a complete revision to the CPU and GPU, along with a streamlined motherboard, one might have also expected some kind of revised memory system as well. That doesn’t appear to be the case, and although two GDDR5 sticks would be preferable, Microsoft would then have needed to replace the existing memory controller as well. Plus at this point the use of GDDR5 isn’t at all feasible with low production numbers, and the actual cost saving using the new chips might not actually be that much cheaper, if at all at present.

Perhaps just a little too much work for minimal results, especially when it really isn’t needed as the new unit already draws far less power than before. Plus, it’s likely that MS will be making a large cost saving once these fabs ramp up production of the new components found inside the console.


Moving on, unlike previously speculated the 360 slim doesn’t have a built-in internal hard drive. Instead the HDD whilst technically being internal, is also completely removable and is housed inside a custom casing created by MS, which then lives inside the back of the machine. The new HDD being used is a Hitachi HTS545025B9SA00 1.5Gbps SATA hard drive, running at a speed of 5400RPM with an 8MB buffer.

Seeing as the new HDD connects via a standard SATA port it might be possible to hook up larger capacity drives to the console, either by swapping out the hard drive from inside the MS casing, or by simply connecting one externally via the SATA port. So far no one has tried this just yet, but the modding potential is definitely there for those of you out there who are skilled enough to do so.

Once again the system’s power supply is external. As we found no evidence of it being internal in our report on the motherboard back in march, that isn’t really so surprising, and given the cooling problems of previous units probably for the best. Thankfully though the PSU is much smaller than before, and is more stylish looking too – smooth curves and all. Well, it is as stylish as a PSU can be.


Lastly, and we though this was worth a recap over our initial reveal of the unit, is the inclusion of an input for connectivity with Kinect situated above the Ethernet port. This port both powers the Kinect device along with interfacing it with the 360 console for data transfer, and processing on the 360’s end. Users of any older model 360 will have run two separate cables in order to use the Kinect; One which plugs into a USB port on the 360 to interface with the unit, and another from the Kinect going into the plug socket in order to power the device.

Clear signs point to a 360 + Kinect bundle at some point, and the motherboard and overall design for the slim console shows that this was factored into it.

Overall, Microsoft has done well in creating a streamlined and power efficient revision of the 360 console. What we have here is a rather good combination of chip/die shrinks with improved cooling and heat dissipation, meaning we should see far less in the way of hardware failures, and of course high-levels of operating noise. It’s a nicely engineered piece of kit, both internally and externally, that finally presents the format as a premium product very much in same vein as the PS3.

The brand new 360 Slim hits retailers on July 16th in the UK, with most retailers now taking preorders for the console. It is priced at £199.99, the same as the current Elite model it replaces, which along with the Arcade SKU will see a price drop the same day the slim is released.

IQGamer will of course be bringing you our hands-on with the new unit as soon as possible, hopefully right around the time of launch, or very soon after.

Friday, 18 June 2010

Tech Report: How Powerful Is The 3DS?

So, the 3DS is finally out of the bag and the first screens and videos of some visually impressive titles are making their way across the interweb. Tuesday’s unveiling of Nintendo’s latest hardware entry couldn’t have gone better, with a crowd-pleasing assault of titles aimed squarely at the ‘core’ gaming market, and some solid tech backing it up.

This tech is what we’re going to be looking at here today at IQGamer, uncovering the details behind the visual mastery in the various screenshots doing the rounds, and assessing just how powerful the 3DS really is. Of course, without actual hardware specs there isn’t much to go on outside some released screens, and poorly captured internet video. However pictures do tell a tale, and in the 3DS’s case, a significant amount about the underlying hardware. Definitive conclusions you won’t find – this isn’t really possible at the moment – but an insight into just what we can expect from Nintendo’s latest is something we can clearly provide.


Many people were quick to point out in their initial impressions that the 3DS appeared to have PS2 or GameCube quality graphics. A bold statement indeed, as that would make the hardware incredibly powerful, matching the iPhone in pure polygon capability whilst lacking some of the mobile device’s advanced shader effects. In reality that doesn’t seem to be the case, with the system’s current performance looking to be in between the Dreamcast and the PS2, but with liberal use of bump-mapping and specular effects. Better than the PSP? Yes, but maybe not in terms of raw geometry pushing power.

Another thing to consider is the fact that the machine is rendering everything on screen in 3D, and this means rendering each frame twice. This takes up far more potential processing power than just rendering a single frame for 2D display, and more than likely impacts on the level of polygon performance the 3DS is capable of.

In addition the 3DS also allows you to adjust how much of the 3D effects is displayed in real-time using a slider next to the screen. The reduction or increase in the effect appears to be calculated on the fly by the processors inside the system, so clearly for it to do this eats up whatever power could have been used for something else.

Maybe if the 3DS didn’t have to render every game in 3D, then it would more than likely exceed the PS2 in terms of graphics overall, matching it with regards to real-world polygon performance, but completely topping it in the visual effects stakes. As it is, not so much so.

Using screens for comparison we can see just how the 3DS holds up against other formats, and whether or not claims of the machine being close in power to a PS2 or like an enhanced Dreamcast are really true.

It’s pretty clear from the offset that the 3DS’s polygon pushing power is nowhere near that of the PS2 or the GameCube in mid or high level scenarios, instead it does resemble some low end, low key GCN and PS2 style graphics but with a greater amount of visual effects.

Metal Gear Solid 3 is a good example of this. Here we have a title that is perhaps pushing around more on screen that of a Dreamcast – with lots of bump-mapping, specular highlighting, reasonable texturing, and some nice lighting – but that clearly falls short of a high-profile PS2 game, geometry wise at least. Instead polygon counts look very similar to top end Dreamcast games, but with a far more liberal use of special effects. Use of programmable shaders are also very apparent, clearly putting the hardware ahead of the PSP, PS2 and GCN in the effects department.



The same thing can be found with Resident Evil: Revelations, a game which initially looks strikingly next-generation but hides its low poly make-up under a veil of bump-mapping and shading. You can see that the character models are in fact a little blocky, lacking the kind of intricate geometry detail to be found in most PS2 and GCN games. Instead the game manages to fool you into thinking it is more high-end than it actually is by cleverly using a healthy amount of bump-mapping, and good use of texturing and lighting, which allows smoother edges and more detail with less geometry being needed.



To emphasize just how important bump-mapping can be to creating a smooth image, lets talk about Activision’s Call Of Duty for a second. In an interview with developers Infinity Ward it was said that the characters in Call Of Duty 4 were made up of less polygons than in COD2, but that they actually looked noticeably more detailed as a result of improved use of certain effects. The developers pointed out that by using improved normal mapping (a more advanced technique with similar results to bump-mapping) and better texturing, that they were able to create more detailed characters with less geometry cost. It’s this very same thing that is happening here with Nintendo’s 3DS.

Compared to Sony’s PSP, the 3DS does appear to be approaching it for the most part with regards to real-world polygon counts in games, with the exception of top-tier titles such as GTA and OutRun 2 which seem to be pushing closer to the PSP’s technical maximum of around 6 million polygons per-second. Other than that, the 3DS competes remarkably well but demonstrates a clear effects advantage over Sony’s machine.

It’s these effects that make some of the 3DS titles look so much better than what is available on the PSP. Strangely, it appears that it is mainly third-party titles that are pushing the hardware using a wide range of effects the new machine seems to offer. Nintendo’s own games instead, seem far more basic in comparison using the standard textured and shaded approach to graphics rendering. Of course it doesn’t help that most of their titles shown were either N64 ports or what looked to be enhanced DS games.

Capcom’s Super Street Fighter IV is a good example of this. The game appears to have polygon counts approaching PSP levels, but with much more detailed texturing, and more advanced use of lighting/shadowing, plus some evidence of advanced shader effects too. It’s noticeably better than anything on either the PSP or the Dreamcast, and like with Resident Evil shows signs of visual effects normally found on the original Xbox.

Particularly impressive is the use of self-shadowing, an effect absent from the original PS3 version of SFIV, but later included in the ‘Super’ version. This is not something you’d expect to see on a handheld title, that’s for sure.



As you can see in many of the screens, it looks like the 3DS clearly has programmable pixel/vertex shaders, like with the original Xbox, or the PS3 and 360. Initially some people pointed out that Nintendo’s machine could simply be using older fixed-function type effects, ones that aren’t programmable in any way but give off a similar look. There are many fixed variants of common shader effects, and it could be that is just what 3DS games are using. However it has since been confirmed in an interview with Miyamoto that the hardware is fully capable of using shaders, thus putting an end to such speculation.

What this means, is that although it is pretty obvious that the 3DS is similar in power to Sega’s Dreamcast in terms of polygon rendering capabilities, and pretty close to the PSP, it is substantially more powerful than either of those two machines, or even the PS2, GCN and the Wii with regards to effects. Supporting shaders, the 3DS goes beyond what any of those machines can do in this regard, but how about against the iPhone?


Comparing it to the iPhone is perhaps a little more difficult, not least of all because few developers have actually tried to push the hardware, but also because there is a heavy software layer hiding direct access to the machine’s graphics hardware preventing devs from fully exploiting it. However, we do know that the SGX535 GPU inside the iPhone 3GS is clearly capable of better visuals than the 3DS regardless of the software restrictions. Developers using the Open GL development environment have access to the full range of shader effects the SGX535 Shader Model 4.0 core provides, whilst also being able to push similar levels of geometry to lead PS2 games around on screen.

The question with the iPhone, is whether or not developers have enough incentive to do this. After all, the iPhone is hardly a hotbed for bleeding edge games development, and there’s also the case of making games look good with the limited resources you have on offer, neither of which seem to be happening on Apple’s platform. In this case it really is an example of one platform being vastly superior (iPhone), but in which there is little software to showcase this fact. So with this, it’s safe to assume that most third party 3DS titles will look better than some of the best iPhone games, but not because the actual hardware is more capable, but because it is in the developers best interests to do so.

At the end of the day it looks like we can expect graphics quality in between Dreamcast and the GCN, but with the added use of shader effects seen on the original Xbox and beyond. Is it possible for the 3DS to do more? Maybe, but without seeing the specs sheet we simply don’t know, and it would be foolish to try and make such assumptions so early on.


In terms of what hardware lies inside the 3DS, we don’t really know for sure as nothing has been confirmed. But we do know that there must be some kind of ARM-based CPU inside the machine to maintain compatibility with the old NDS - enhanced and clocked at a faster speed to also handle the new stuff too – And, that the GPU is looking likely to be one provided by Japanese firm DMP, seeing as the company already has a chip powering another portable 3D display.

All things considered, the 3DS is a pretty powerful piece of kit sitting somewhere in between the Dreamcast and the original Xbox in terms of overall graphical performance. It might not be able to push polygons around on screen like there’s no tomorrow (less than PS2, GCN and XB), but with a range of impressive visuals effects made possible through the use of shaders, it doesn’t need to. In that respect, Nintendo’s latest handheld appears economical in its hardware design, yet perfectly capable for the task at hand. And for a successful handheld that really is all you need.

As more information surfaces, and developments occur we shall endeavour to revisit our look at the hardware inside the 3DS, updating you with what we hope will be the most informative and accurate report of its technical capabilities around. For now, this little insight into what is possible will have to do.

Thursday, 17 June 2010

PlayStation Move Launch Details Surface

Sony’s eagerly awaited Playstation Move is heading to retailers on the 15thSeptember 2010 as confirmed at E3 last night.

For anyone unaware of previous product details from Sony, the Playstation Move is a motion-sensing controller system that uses the Playstation eye camera (already available) that tracks a glowing light bulb on the end of a remote to apply the gamer’s actions precisely. The controller consists of one long rectangular shaped controller or ‘stick’, designed to record movement and a second sub controller, named the navigation controller.


Several games were also announced alongside the Move that have been specifically designed for use with the system. Firstly an action game called Heroes of the Move that includes some old favourite characters from PS2 and PS3 platform games. Daxter, Jak, Sly raccoon, Ratchet and Clank all feature. Secondly a fantasy game called Sorcery where you cast spells with your wand, is particularly appealing to me as a Harry Potter fan!! Tiger Woods 2011, Singstar: Dance, Time Crisis: Razing Storm, SOCOM 4 and the promising Killzone 3 are also confirmed as compatible with the Playstation Move.

A UK price point has not been confirmed, but prices and a bundle have been confirmed for North America. The bundle confirmed by Sony features the Move controller, PlayStation Eye camera and the specially developed Sports Champions, as a part of a bundle for $99.99. This has not been confirmed for the UK as yet, although retailers here are taking preorders for the Playstation Move remote with the Eye Camera included. The suggested price on several websites for this set is between £50-£60 with the individual controllers priced at around £40, and the navigation controller at roughly £30 if you wished to buy extra sets or already have the Playstation Eye camera.


This certainly could be a revolution for current PS3 gamers in how they play their games, and I predict it will be successful as long as there is a continued focus on new and innovative game design that is suitable to the PS3 audience, rather than a trend towards cheaply made clones of previous successes on the Wii. The Playstation 3 has advantages in areas that the Wii does not, such as high-end graphical capabilities and much more processing power, which in turn should allow for games that produce a good combination of playability and design.

Against the new Xbox product, Kinnect, graphical differences and processing power are not as important, but in my opinion, a lack of controller will mean a more confusing experience for the lay consumer. However time will tell!!

We look forward to posting up more information about both Move and its compatible games as it feeds through to us, and hope that Sony will bring us a product that becomes more than a lost remote under the sofa.

Mary Antieul, Contributor

You can read our original in-depth, tech-focused piece about the hardware here.