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Danni

Norm Smith Medallist
Jun 11, 2000
5,450
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How long till you think a PS2 will be out of date?

I am seriously thinking of finally purchasing one for my son.

He loves his PS1, but the availability of games to hire etc is falling dramatically. And of course all the new games he wants are only being released in format for PS2, xbox, game-cube etc.

So is it going to be worth my while to update now? Or will the current crop of consoles be out of date pretty quickly?

Also would PS2 be the best way to go? or are the other consoles better?

Any help muchly appreciated.

Cheers
Danni
 
Originally posted by Danni
How long till you think a PS2 will be out of date?

I am seriously thinking of finally purchasing one for my son.

He loves his PS1, but the availability of games to hire etc is falling dramatically. And of course all the new games he wants are only being released in format for PS2, xbox, game-cube etc.

So is it going to be worth my while to update now? Or will the current crop of consoles be out of date pretty quickly?

Also would PS2 be the best way to go? or are the other consoles better?

Any help muchly appreciated.

Cheers
Danni

It depends what games he wants.
I mean if he is into the Final Fantasy games, then he has to go with PS2, simply because that is the only console that has the game.

Most of the consoles will have the same games coming out, but I guess you have to look at what you get.

As far as I know, Hardware wise XBOX is clearly the leader in this. They have more powerful hardware than any of the other consoles, and therefore probably have more room to move on the quality of games.

DVD on the X-Box is suppose to be the best of any of the consoles aswell, but I am not sure your son would be interested in that ;)

I suggest getting him a HALO pack, which I am pretty sure is on sale now. HALO is an excellent game which you cannot get on any of the other consoles ;)

Just my take anyway!
 
Thanks Masey.

I suppose I should really have said my son is NINE, so not into the majority of games that folks here would be into.

Mind you he is interested in the AFL2003 game, but besides that, mainly your everyday kids game, he is a 'spyro' nut (got that for PS1 and his gameboy advance at present) but things like the Harry Potter game etc would be high on his priorities.

Thing is his tastes are going to change alot over the next couple of years, and I dont' wanna spend a heap now only to find I need to totally 100% upgrade again in 2 years.

D.
 
Originally posted by Danni
Thanks Masey.

I suppose I should really have said my son is NINE, so not into the majority of games that folks here would be into.

Mind you he is interested in the AFL2003 game, but besides that, mainly your everyday kids game, he is a 'spyro' nut (got that for PS1 and his gameboy advance at present) but things like the Harry Potter game etc would be high on his priorities.

Thing is his tastes are going to change alot over the next couple of years, and I dont' wanna spend a heap now only to find I need to totally 100% upgrade again in 2 years.

D.

I dont think there will be much need for change once you get a new console (PS2, Gamecube or XBOX).

I am pretty sure that XBOX is made so it can be updated later, but I could be wrong.

Best thing to do is find out what games your son is interested in and do a bit of research to which console they are out/coming out on.

Then make a decision based on that.
 

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PS3 baby......get into it!!! :eek::eek::D

ps3vis.jpg


Sony Playstation 3 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: IBM Grid 256-bit at 550 Gigahertz Primary Cache: 2-way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points IBM Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Playstation 3(Grid/EE4/GS4) Graphics Architecture Each PS3 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per PS3 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory)
 
Originally posted by Stucey
PS3 baby......get into it!!! :eek::eek::D

ps3vis.jpg


Sony Playstation 3 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: IBM Grid 256-bit at 550 Gigahertz Primary Cache: 2-way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points IBM Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Playstation 3(Grid/EE4/GS4) Graphics Architecture Each PS3 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per PS3 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory)

:eek:
 
Originally posted by Stucey
Sony Playstation 3 Mezzanine (Latin for Steel/Metal) Processor Data: Microprocessor: IBM Grid 256-bit at 550 Gigahertz Primary Cache: 2-way set associative,32KB instruction/32KB data cache Secondary Cache: 8MB DDR,Full Speed SDRAM Main RAM: 1GB system SDRAM Texture Memory: 104Mb/VRAM Graphics SubSystem: Pipes: 16 Graphics pipelines, up to 8 channels per pipe Raster Managers: 4 Raster Managers per pipe - 864M pixels/sec fill rate - Pixel-accurate synchronization (Genlock) and swap sync - 8.3M pixel display and 8 display channels - Full Scene Anti Aliasing, 8 subsample/pixel, 6.1B samples/second - 48-bit RGBA Color - 256MB Texture Memory with texture lookup tables for interactive volume visualization - Hardware clipmapping and real time high resolution texture paging - Subsample round points IBM Grid 256-bit Processor - High clock rate accelerates every system function (550 Ghz) - Four-way superscalar architecture, dynamic out-of-order instruction issue, and speculative execution maximize utilization of processing - Large unblocking cache keeps essential data in fast memory Playstation 3(Grid/EE4/GS4) Graphics Architecture Each PS3 graphics subsystem,or pipe, is composed of a Geometry Engine, four Raster Managers, and a display generator. - Geometry Engine: Four high performance Geometry Engine processors perform lighting calculations and geometric transformations such as translations, rotation, and scaling. Geometry Engine processor also execute image-processing functions such as convolution and histogram equalization-a more effective approach then that of CPUs. - Raster Managers: Raster Managers scan-convert data from Geometry Engine processors into digital images. Raster managers perform pixel operations, including Z buffer testing, color and transparency blending, and texture mapping- and they do so with multisample anti-aliasing at real-time rates. - Display Generator: The Display Generator converts digital data from the Raster managers into analog or digital video signals for a maximum display of more then 8 million pixels per PS3 graphics pipeline or more then 130 million pixels per system. - 1.76TB per second Bus Bandwidth/ultra low latency memory (raw memory)
... and it looks purty too.
 
Originally posted by Danni
How long till you think a PS2 will be out of date?

I am seriously thinking of finally purchasing one for my son.

He loves his PS1, but the availability of games to hire etc is falling dramatically. And of course all the new games he wants are only being released in format for PS2, xbox, game-cube etc.

So is it going to be worth my while to update now? Or will the current crop of consoles be out of date pretty quickly?

Also would PS2 be the best way to go? or are the other consoles better?

Any help muchly appreciated.

Cheers
Danni

PS2 is pretty much out of date now (performance wise) compared to X-Box and Gamecube, but has a large library of games behind it. For a young kid it will be ample, and he can still play his PS1 games on it.
 
Originally posted by Stucey
PS3 baby......get into it!!! :eek::eek::D

ps3vis.jpg



Yep that one is just a design made by someone.

"No doubt there will be a glut of PS3 Concept Designs and 3D Models. This one was designed by a Mr Gullick [?]. Nice design, if not a little impracticle (or do those legs recline!?) - if you are the designer come tell us about your design. Image sourced from GOOGLE image search!" this quote about that design is from http://home.btconnect.com/hgi/ps3/

There is also another design that was on ebay. "There was a mysterious auction on EBAY recently with a starting bid of around $10,000 or was it $10 Million and there were a few bidders too! Looks like a hoax and has been pulled by Ebay. Interesting PS3 fake - non of your usual 3D modelling banter..." this quote once again taken from http://home.btconnect.com/hgi/ps3/ ... and here is the design..
ps3.jpg


Cheers.
 

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