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Oh..that's true, the rule usually is "put 30 engineers on 360" and throw another 2 or 3 at PS3. Separate teams indeed!
Yeah, but they're PS3 experts!
Oh..that's true, the rule usually is "put 30 engineers on 360" and throw another 2 or 3 at PS3. Separate teams indeed!
Shame on devs for having this mindest or of the higher ups pushing this down their throats.
nAo said:Oh..that's true, the rule usually is "put 30 engineers on 360" and throw another 2 or 3 at PS3. Separate teams indeed!
What's your job title? Playstation 3 Martyring Engineer?That's Sony's fault though, both for coming late to the party, and for having a far unfriendlier environment still to this day. It's hard to find anyone that wants to work on PS3 because of it. I volunteered to be PS3 only at this new shop I'm at, and I still get looked at with bewilderment for having done so, and daily pity for being stuck working on "that thing".
That probably wouldn't have happened if Alex Ward wasn't such a huge Sony fanboy and went on and on how they were a Sony oriented studio, and then a patch came out later that supposedly fixed the 360 framerate issues and seemingly confirmed the lack of attention to that version.
Im no developer but after playing Uncharted i think NO developer has any excuse for having sub-par textures on PS3. Im not asking that every game has texture's on Uncharteds level but some game have textures that make me sick.
There's nothing we can do, we hold remarkably little power when it comes to decisions like that. It's not just internal company politics that are requiring parity now either, there are external force as well.
Rage megatexturing and uncharted are good examples of that.
I volunteered to be PS3 only at this new shop I'm at, and I still get looked at with bewilderment for having done so, and daily pity for being stuck working on "that thing".
Do you get paid more ?
AlphaWolf said:probably, but only in pity.
Uncharted has the best this gen but megatextures is overrated going by quake, resistance 1 has better textures.
I don't know about other cities, but around LA if you know PS3 and are willing to work exclusively on it then you can earn more because PS3 coders are in high demand but low supply. So when I started interviewing a few months back, I decided to capitalize off the current situation and switch to being a PS3 only coder. Truth be told, I really shouldn't be complaining since the hardcore PS3 fans like the ones on this very forum have helped created the demand, and the tougher PS3 work environment has helped limit the supply of willing coders, which is now letting me cash in.
Ironically, I found a way to deal with it from the very people on this forum! I noticed that whether or not not something is better or different on other platforms doesn't matter to many here, because they simply choose to ignore it. So I tried the same "out of sight, out of mind" idea when I started my new job. Initially, I had both PS3 and 360 dev kits on my desk. I immediately gave away the 360 kit to someone else, that way I can focus 100% on PS3 and not miss any of the 360 niceties, hence out of sight out of mind. It worked, I've gotten used to being PS3 only. Occasionally I'll have a bit of a relapse, like when I inadvertently see a fellow 360 graphics dev single step debugging hlsl code, and it will make me green with envy. But then I just go talk with a Wii coder about their debugger and I feel better all over again
patsu said:I use Visual Studio from time to time. Is the 360 dev kit based on that environment. It is one of my favorite dev environment.
patsu said:From Jeremy's Qore podcast, it sounded like the PS3 tool set may be unstable sometimes. If so, there is indeed a large gap.
Fafalada said:Depends on how well your texture storage data-structures can map to what's actually visible on screen at any given time. Eg. - ideal storage would only need a tiny fraction of 512MB for 1:1 coverage of 720P screen at any given frame.
Looks like I missed this one earlier. Someone else also mentioned resolution in reference to how much memory ideally is needed, but I'm not sure I see the relation of the two. Resolution may limit how big your textures ultimately need to be, but you still have other limits like how many maps you need to draw a given face. Take the simplest example, rendering a single full screen quad with a single 1024x1024 texture. Not much memory needed. Now add a normal map to that. Then, say a detail map. Hmm, perhaps also a gloss map. In all those cases the amount of on screen pixel coverage is the same, but the memory needs are different in each one. So given a totally predictable situation, with everything sorted and structured perfectly, your memory needs will still depend on how many maps you need to get the look you want. Now, throw the unpredictability of games into the mix, like say where a player with a variety of new textures suddenly teleports in front of you, or a see through the walls gun sight makes you instantly see a whole new section of level, etc, and the need to have even more textures instantly available grows. Software solutions help, but I think we're still at the point where we just need more memory available to avoid visual fidelity loss.
Quick refresher:
As for non-virtual texturing and streaming, IMO Uncharted does this right. Have some really good hi-resolution textures streaming in, and dual texture all the surfaces, but the key is have unique blending between the tiled dual textures. Makes the textures go a long way, keeping things looking unique. Doesn't use a lot of memory either...