Guden Oden said:nelg said:Disagree, mostly. If there's a will, there's a way. Look at what was done on the SNES, or hell, look at what was done on the C64 for that matter... The underlying hardware isn't as much the issue as basic design. If one takes a PC game and tries to port it to the PS2 straight up you end up with something that runs, looks and plays like shit. Like Unreal Tournament for example, a 30fps way sub-par mess made by a sub-par coding house which then goes on to blame the platform for their own failure.
The game's engine has to be designed for the target hardware, and then it'll run beautifully. Maybe some devs feel it's not worth going through that bother for the largest (by far) platform on the market, well if that is the case then there's underlying motives behind it all rather than just making a technically advanced game (such as microsoft money straight down the devs/publishers' pockets, but this is just a theory mind you).
E3 hits us in about half a month, it is my guess titles like Killzone for example will make the statements quoted at the start of this thread look like a bunch of hot air.
Like Jason Rubin said, "it's only hard if you suck". Or, I think it was he that said that...
I concur Guden Oten. AC5 & MGS3 would be some additional visual gems worth mentioning. Technically advanced games can be produced by any system, (given their developer's proficiency) albeit somewhat more easily upon the GC & X-Box due to their respective feature sets.
I am basing my statement on words of many developers, some of which post here, some give their piece of mind in the press - and that piece of mind has often been negative during the early lifecycle of PS2 devkits, but the majority has become satisfied as the time went on and kits improved. Mind you, those are people who have made significant games, so I have no problem taking their word on it. Several devs on this very board have also recently expressed their enthusiasm towards PS2 development, and some of it's intricacies.I assume you dev for PS2 then at the very least. What environment do you use that makes it simple?
Where on Earth are you coming up with this information? Sales data don't lie, and I follow it closely. Almost all multiplatform games that are released at the same time across all platforms sell the best on PS2. Sometimes that difference is not very big, but more often than not, games sell 2-3 better on PS2 than on Xbox, which again almost always sell more than on Gamecube. In the case of games that release first on PS2, that ratio is usually even higher - which, after all, is to be expected with the userbase that is 4-5 times larger than it's closest competitor, and still having the highest soft/hard tie-in ratio. Multiplatform games that have underperformed on the PS2 can probably be counted on one hand - Soul Calibur 2 comes to mind (and that game had a huge hook for Nintendo fans), but not much else.Another thing that I have seen is that a lot of the cross platform titles perform sub-par on the PS2.
I assume you dev for PS2 then at the very least. What environment do you use that makes it simple? I have found nothing on that beast to be simple. Sure now that we're getting further along the "gotchas" like "unaligned memory reads not causing an exception but reading in the wrong data" are getting us less. But they're everywhere. Have you written anything for the IOP? I'm curious as to why you think it's a fine devkit?
Another thing that I have seen is that a lot of the cross platform titles perform sub-par on the PS2.
I think the cell tech is going to be the biggest hurdle. From the description I read, it seems like it's going to be a collection of "micro" programs.
Where on Earth are you coming up with this information? Sales data don't lie, and I follow it closely.
I am basing my statement on words of many developers, some of which post here, some give their piece of mind in the press - and that piece of mind has often been negative during the early lifecycle of PS2 devkits, but the majority has become satisfied as the time went on and kits improved.
What I meant to say was that the devkit/libraries and the documentation was much worse at the very beginning of the PS2 lifecycle than it is now. I remember stories that the documentation wasn't even fully translated to English, but was in part still Japanese, for example.I don't believe he said the PS2 devkit was a fine devkit... Did you do any PSone dev or are you planning any PSP titles?
If that is the case, he would have a point with titles that are ported from Xbox/PC to PS2. That's pretty much the only situation where I've seen PS2 ports perform poorly, and it again bogs down that PC-oriented devs will find themselvels much more at home while developing for Xbox. Simultaneously developed games rarely differ much between the three platforms, and the games developed with PS2 in mind, and later ported to other platforms, actually often keep the performance edge on PS2.I think he was referring to technical performanc/quality, not sales performance...
If that is the case, he would have a point with titles that are ported from Xbox/PC to PS2. That's pretty much the only situation where I've seen PS2 ports perform poorly, and it again bogs down that PC-oriented devs will find themselvels much more at home while developing for Xbox. Simultaneously developed games rarely differ much between the three platforms, and the games developed with PS2 in mind, and later ported to other platforms, actually often keep the performance edge on PS2.
I think you have misread what I've said. I've said that titles that are developed and released at the same time rarely differ much. Now, maybe I'm dead wrong but to me, PoP, ROTK, SC2, Madden, SSX3, don't differ much, and in some rare cases (like SSX3) even look slightly better on the PS2. It's ironic that the very games you mentioned, actually don't have any image quality problems on PS2 that are not found on other two (most of them support 480p for example). GC multi-platform games sometimes suffer from some small problems as well, which delegates them as inferior, be it irregular framerate, or poorly adapted controls. With GC ports it actually happens too often to ignore. Sometimes even Xbox versions have their own small problems (like slowdowns in ROTK) that other two don't have. But I think those differences are really too small to matter, or to be called 'underperforming'. Now, Max Payne 2 or Wreckless on PS2 - that is underperforming.I know you're a PS2 afficionado, but you're pushing your credibility with these statements. Examples? Look at the Madden series, (referring to all 3 consoles) PoP, Burnout 2, Spider-man, ROTK, Soulcalibur II, Sims, etc. It's rare that a cross-platform title ever looks the best visually upon the PS2, despite it being the launch console.
marconelly! said:I think you have misread what I've said. I've said that titles that are developed and released at the same time rarely differ much. Now, maybe I'm dead wrong but to me, PoP, ROTK, SC2, Madden, SSX3, don't differ much, and in some rare cases (like SSX3) even look slightly better on the PS2. It's ironic that the very games you mentioned, actually don't have any image quality problems on PS2 that are not found on other two (most of them support 480p for example). GC multi-platform games sometimes suffer from some small problems as well, which delegates them as inferior, be it irregular framerate, or poorly adapted controls. With GC ports it actually happens too often to ignore. Sometimes even Xbox versions have their own small problems (like slowdowns in ROTK) that other two don't have. But I think those differences are really too small to matter, or to be called 'underperforming'. Now, Max Payne 2 or Wreckless on PS2 - that is underperforming.I know you're a PS2 afficionado, but you're pushing your credibility with these statements. Examples? Look at the Madden series, (referring to all 3 consoles) PoP, Burnout 2, Spider-man, ROTK, Soulcalibur II, Sims, etc. It's rare that a cross-platform title ever looks the best visually upon the PS2, despite it being the launch console.
The only thing 'hard' about PS2 development is finding out what the IP of your Tool is when you first hook up the hardware.
Building a PS2 executable is no different for most of the development process than developing code on a home computer. Edit, compile, set breakpoints, run, repeat.
CodeWarrior has amazing performance monitoring tools.
Some devs use SN Systems tools. They are absolute garbage. But they are garbage on all platform's they support.
Vysez said:The MHz myth will never die
If someone tell that guy, i mean this Great reporter, that the 8th fastest supercomputer in the world has 375Mhz processors and the fastest supercompteur has "only" 500MHz processors, he would go crazy!
Li Mu Bai said:I know you're a PS2 afficionado, but you're pushing your credibility with these statements. Examples? Look at the Madden series, (referring to all 3 consoles) PoP, Burnout 2, Spider-man, ROTK, Soulcalibur II, Sims, etc. It's rare that a cross-platform title ever looks the best visually upon the PS2, despite it being the launch console. If very noticeable jags, shimmering, framerate, (at times) etc. qualifies as "subtle" differences, well then I must refer you to Lenscrafters.
It's beyond me why SCE hasn't made it highest priority to update and improve the compiler.archie4oz said:Probably one of the biggest problems IMO has been the compiler... The base compiler is friggen crufty and aging. If you wanna try patching a newer version of gcc to the EE you're in for quite a treat ( ) as the EEcore is about as far from a standard MIPS core design as you can get and still call it a MIPS processor... Nevermind having to patch in support for MMI, but also VU macro support as well... Then there's all the data formats it supports and the ability to load and store them. Supporting it's *different* floating-point behavior.
marconelly! said:Now, maybe I'm dead wrong but to me, PoP, ROTK, SC2, Madden, SSX3, don't differ much, and in some rare cases (like SSX3) even look slightly better on the PS2.
This is crap and you know it.
POP, Burnout2, ROTK & Soul Calibur 2 are near identical on the PS2 and Xbox. You would have to examine these games under intense scrutiny to notice the very minor differences. They all run in Prog Scan which helps. Maybe you just need a decent cable to see these games in their true glory.
Dural said:... and the load times are unbelievably longer.
There is a pretty large difference between the Xbox version of SC2 and the PS2 version when you play it at 720p.
No offense, but unless You are privy to information that we aren't, PS3 isn't looking to be anything yet.Nameless said:I thought it was common knowledge that the PS2 was difficult to develop for and that the PS3 is looking much worse. My bad.
Maybe you guys are privy to information that I'm not. Or I have missed something else. Do tell.
Certainly, now if we had statistical data for most world's publisher showing that the future stuff they want to see is mostly XBox, I'm sure everyone would also agree the article is right.In my experience it all boils down to what platforms the publishers want to see the title on.
Well I've seen this happen to XBox titles more then once too. Must be definate proof that XBox is being phased out.Another thing that I have seen is that a lot of the cross platform titles perform sub-par on the PS2. So a PS2/Xbox game may have the PS2 version canned, so that the publisher can ship "something". This seems to be rare though, but I have seen it happen more than once.
It doesn't matter what's the primary platform - in simultaneous development the biggest factors are CPU speed and memory - other stuff is secondary (and/or can be contained within limits of each platform).LiMuBai said:It's rare that a cross-platform title ever looks the best visually upon the PS2, despite it being the launch console.
It will please you to know then that current PSP SDK/documents are fully available in 3 languages (English, Japanese, Korean), as well as the web/dev support stuff.Marc said:I remember stories that the documentation wasn't even fully translated to English, but was in part still Japanese, for example.