Haynes: Killzone 2 not close to maxing out PS3
It goes to show how powerful the PlayStation 3 is that even Killzone 2‘s uber high level of visual detail isn’t enough to max out its processor. According to IGN’s Jeff Haynes, the game uses only 60% of the Cell Processor’s SPUs, even during the game’s heaviest loads.
It goes to show how powerful the PlayStation 3 is that even Killzone 2‘s high level of detail isn’t enough to max out its processor. In a recent podcast IGN’s Jeff Haynes reveals that the game uses only 60% of the Cell Processor’s SPUs, even during the game’s heaviest loads:
It’s incredible to see huge levels and see the deferred rendering and note that on all the SPUÂ’s, even on the heaviest load were coming up to about 60%. They weren’t coming close to maxing out. They had about 40% of space before they started tripping or saw slow down on some of the processes.
We’ve heard a lot of stuff about Killzone 2‘s graphics. A single model in the trailer shown way back at E3 2007 contained the same amount of polygons as an entire level of the first Killzone. BBC said that the realism is so immersive that it might spark another debate in video game violence. And let’s not forget it does all this with native 1080i support. I’d love to see the game that will max out the PS3’s processor then.
On a different note, Haynes also explains that the preview codes distributed recently were for an alpha build of the game. Killzone 2 has since been polished further, and elements like lighting, cut scenes, glitches, and load times have been optimized.
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Via IGN