Unreal Engine 3 on PS3

After only two months with PS3 hardware, Tim Sweeney and the rest of the team at Epic Games put together one of the most amazing demos we have ever seen of graphics driven by the NVIDIA RSX GPU.

The Unreal 3 engine demo on the PS3 was the world's first demo of a working game engine on PS3 hardware. The demo ran at a 720p resolution.

Our camera shots can't possibly convey the incredible quality and impact of ' demo, which was rendered entirely in real time on PS3 hardware (no indication whether or not it was a dev kit or an actual prototype PS3).

EA Studio's Fight Night PS3

Fight Night PS3 was also demoed, showcasing impressive graphics, facial emotions and physics running on PS3 hardware:

The frame rate wasn't perfectly smooth, but the demo was impressive nonetheless.

Final Fantasy XII

There was also a pre-rendered FF XII demo, however it seems like the game will be released as a PS2 title that is playable on PS3 hardware.

Square also ran a tech demo of Final Fantasy VII on PS3 hardware, but they have no plans to release a remake of FF VII, the demo was simply one to show their support for the platform.

Aliasing in PS3 Demos?

One thing we noticed in most of the PS3 demos was that there was still varying amounts of aliasing in the demos; some demos were better than others, but none were perfect. At the same time, a lot can change between now and the PS3's release.

Final Words

We don't really have any more words for the PS3 at this point - we were amazed by its technology, by the demos, but at the same time Spring 2006 is a full year from now. More on PS3 and Xbox 360 this week...

Update: I've posted some more PS3 and Xbox 360 thoughts in my blog if you're interested in more analysis on today's announcement.

Playstation 3 Demos
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  • semo - Tuesday, May 17, 2005 - link

    just realised it is no longer needed to fork out £10 for a 8mb of excruciatingly slow memory card just to save your games.

    money grabbing sony even used to ask for £20 for those mem cards when the ps2 first came out and there were no alternatives.

    btw, i'm hearing that the ps3 will cost £200 (about $350) and i think that this can't be right...


    can it?
  • Son of a N00b - Tuesday, May 17, 2005 - link

    OMG PPL THE ATI GFX CARD IN THE XBOX DOES NOT HAVE 48ACTUAL PIPELINES!!!!!! GET YOUR FING FACTS STRAIGHT AND NOT REPEATING MARKETING BS!!!!

    sorry for the rant, but its annyoing with all these ppl going, oooohh, ahhhhh, and ignoring facts and explanations.....
  • DrDisconnect - Tuesday, May 17, 2005 - link

    Both the X-box and the PS3 are smoke and mirrors until we see whether NVIDA and ATI can delliver their parts. Neither of them were sucessful in delivering the last round of high end GPUs on time and in anywhere near the volume that these units will demand. I fear that only a handful of these units will make it to market when promised.
  • garekinokami - Tuesday, May 17, 2005 - link

    Hm, you're right Griswold (#53).

    I wish they'd produce numbers that are applicable.

    And I have to agree w/#56, piroroadkill, and 58, fitten -- the console and controller design is just ugly!

    XBOX 360 (I CAN'T BELIEVE IT) looks better albeit a bit like those small desktops that Dell or Compaq sells...Changeable faceplates -- reminds me of getting into my friend's Compaq, to get into it you removed the faceplate and pulled it out...Hah hah
  • fitten - Tuesday, May 17, 2005 - link

    Impressive screenshots... but I also remember impressive screenshots for the PS2 (EmotionEngine) that were higher quality than ever appeared in a game for it.

    Other than that... the box is fugly and it has a freakin round top. I guess they did that on purpose so you can't stack anything on top of it so it must be on the top of any stack (more prominant and "important" spot).
  • andrep74 - Tuesday, May 17, 2005 - link

    #55 Not a lie. The reason FLOPS was never used before by the GPU makers was that 128-bit float has of only recent become the "standard". Remember the big FX hoopla about 128 bits being the reason it was so slow compared to the 48 bits of the ATI? Back then no one used 128 bit in any games, so the argument was moot.

    Graphics processors do massively parallel 128-bit floating point instructions; they can have perhaps 256 simplified floating point ALUs processing at the same time, hundreds of lines per frame, 50-100 times a second. Or, let's say there are 2,048 FP ALUs, clocked at 500MHz, you get over 1TFLOPS (assuming one simple FLOP/clock cycle).
  • piroroadkill - Tuesday, May 17, 2005 - link

    The controller for the PlayStation3 looks f ucking awful.

    As for Xbox 360 vs PlayStation3, I know I'll be going for the Xbox 360, and to be honest, they are going to be extremely close in the graphical muscle stakes.

    I even think the Xbox 360 looks better.

    I don't know what Sony have been smoking this time round but they've got the internals pretty solid but their design blows.
  • knitecrow - Tuesday, May 17, 2005 - link

    lies, damn lies and FLOPS
















    PS3 is quoted as having 2.0Tflops of power, 1.8Tflops comes from the GPU.

    Who the hell uses flops for measuring GPU performance?!?! In all these years have you EVER heard nvidia or ATI throw flops around?
    NO, because they are useless.


    Second, I believe the sony OS3 slides when they say this GPU is 300 Million transistor beast that is twice as powerful as a two 6800Ultra SLI. Does that mean your single 6800ultra is nearly 0.9Gflops

    by extention that would make the X800XT around the same number....
  • igloo15 - Tuesday, May 17, 2005 - link

    Have you seen the pic of the nintendo Revolution. it definitly wins best looking next gen console!
  • Griswold - Tuesday, May 17, 2005 - link

    #52

    Well, try to run server applications on a console or games on a server and you'll see how comparable these numbers are.

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