*Game Development Issues*

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Speaking about Criterion, EA ditching their middleware may show they are not so efficient at PS3 development this time.
 
Didn't one of the early EA racing games look better on the PS2 than the Xbox?

It might have been NFS.

Burnout has always gotten pretty good reviews.

That's weird, EA featured Renderware with the FightNight demo at the PS3 press conference that one year.

Did they actually use Renderware on that game?

Renderware was so widely used too.

I hear the Winning Eleven series (whatever it's called in Europe) also used Renderware but the X360/PS3 verion of that engine hasn't been up to snuff.

GTA also used Renderware and they're having probs getting their first X360/PS3 game out.
 
Speaking about Criterion, EA ditching their middleware may show they are not so efficient at PS3 development this time.
Renderware doesn't make any sense on a next gen console, better invest those money in some new tech
 
Bump

http://www.next-gen.biz/index.php?o...k=view&id=8342&Itemid=50&limit=1&limitstart=0

GRIN is developing Bionic Commando for Xbox 360, PC and PS3, so Andersson is able to provide some insight into the challenges of multiplatform development.

“[PS3’s] actually more complicated, because you have to pay attention to the hardware in a completely different way than the PC and 360,” he says, as different development methods are required when working with the PS3’s Cell processor and memory.

“You have to be more careful about what you’re doing.”

But he says that GRIN’s gameplay and controls are written in a separate language that is completely cross-platform. “The only thing that we actually change is the rendering device between 360 and PS3, as well as some of the memory management.

“Where you can do the real magic on PS3 is in the optimization of the SPUs [synergistic processing units], but you’re not really required to do that—only if you really want to push the game and the platform, which is something we’re dedicated to doing.”

Development of the PS3 engine is taking place at the new Barcelona studio, while the Stockholm offices have been developing the Xbox 360 and PC engines.

“So developing for the PS3 is as difficult and costly as you make it,” he adds. “If you really want to push it, you have to be able to pay for it as well.”
 
This last line is a little misleading...
“So developing for the PS3 is as difficult and costly as you make it,” he adds. “If you really want to push it, you have to be able to pay for it as well.”
It's the relative cost that really matters. Any game is only as expensive as you're willing to spend, but the query for PS3 is if it costs more to attain the same level as development on 360 or PC.
 
Far Cry 2 Devs "Worried" by PS3...

http://www.computerandvideogames.com/article.php?id=181380

"We were somewhat worried by some of the reported high complexity of developing for the PS3", reveals Tech Director Dominic Guay, "but the raw processing power is impressive".

... So, in terms of AI, game structure, physics, dynamic time of day, open world gameplay, dynamic weather system, destructible vegetation, all of those things where we had really pushed the envelope technically, they run well on PS3."

The PS3 version, unsurprisingly, won't match top spec PCs. "However, the notable area where we had to make some tradeoffs is in some assets resolution which had to be brought down from the higher end PC configurations due to memory size difference. However, the good new is that since PS3 players are not outputting over the top resolutions like high end PC users, this is not a big deal. It's somewhat proportional to our video resolution output."
 
In Gamespot's preview of The Force Unleashed, LucasArts is reported as having decided they will use PS3 as the baseline for multiplatform titles.

http://www.gamespot.com/news/6186606.html?om_act=convert&om_clk=morenews&tag=morenews;title;6

Now, however, the impressive-looking game is on track, and Blackman says that, after some hard-learned lessons, LucasArts now has a strategy for future multiplatform titles--develop the PS3 version first. "Our next project will use the PS3 as the baseline, and then apply that to the Xbox 360," he said. He made no mention of the other versions of The Force Unleashed, which are being developed externally.

Scott Steinberg, Sony Computer Entertainment America's vice president of product marketing, stated that virtually every third-party publisher is now developing for the PS3 first. "They all are now, since it's just easier that way," he told GameSpot. He then referenced his long tenure at Sega of America, saying, "Having recently dealt with this myself from a third-party background, I know this is the case." As of press time, Microsoft had not responded to Steinberg's comments.
 
The real number is somewhere between 0 and 80%, which doesn't tell us anything. Move along, nothing to see here.
 
As this gen keeps going I'm feeling lead platform doesn't mean as much (compared to last generation) as far as final game product is concerned. Interestingly both the ps3 and 360 seem completely hampered by the 512MB Ram. It's almost like a scenario where the xbox1/ps2/gc each had 8megs of total memory. Silicon power starts to become null fast.
 
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