Even in that case you can't ignore that the parity was much better in WaW.
Guys, you have to understand that before the "IW fiasco" Treyarch didn't have access to anything from IW - no help, no assets, no MW2 engine, nothing.
W@W was developed from a MW1 code drop - meaning, "here's bunch of code and assets, go have fun".
So when asking "why is this a step back from MW2" you have to understand from Treyarch's perspective it never was MW2, it was W@W.
By the time MW2 came out (and later the "fiasco" when there was more access to MW2 source code), COD:BO was basically wrapping up.
Even in that case you can't ignore that the parity was much better in WaW.
Guys, you have to understand that before the "IW fiasco" Treyarch didn't have access to anything from IW - no help, no assets, no MW2 engine, nothing.
W@W was developed from a MW1 code drop - meaning, "here's bunch of code and assets, go have fun".
So when asking "why is this a step back from MW2" you have to understand from Treyarch's perspective it never was MW2, it was W@W.
By the time MW2 came out (and later the "fiasco" when there was more access to MW2 source code), COD:BO was basically wrapping up.
Exactly, I'd like to know what is so radically different with this version of the engine, or design of the game, to create such a gap between each version even after the ps3 version is scaled back so much
just read the BO face off:
http://www.eurogamer.net/articles/digitalfoundry-call-of-duty-black-ops-faceoff?page=1
man, this is a brutal one. must be one of the worst MP conversions this gen...and this for such a high profile game. Reminds me of GTA 4 desaster, but in this case, what is even worse: even the Xbox360 version does not look that good, IMO - engine is getting kind of old now...
what did they improve compared to MW2 that could cause such difficulties on ol PS3? If I understand it right, creation of assets, i.e. how to handle available resources, is an important task in game deving and game performance - maybe this is the main problem this time?
I decided to at least wait until it is cheap, before buying.
I can't help but wonder if the PS3 version would have done better if they had gone for the same type of stereoscopic 3D as the X360 version. Although I suppose this would matter more if we knew the rendering res for each prior to upscaling for 3D.
I had always heard in the lead up to BO that they get the latest engine and tech. For example, it's pretty clear that there's an evolution from CoD4>WaW>MW2. but then it seems there's a step back to BO.
It's a complex answer, but let's just say, the 360 was pushed hard, to a place where the PS3 couldn't go with the old tricks. Most of the time the battle was fitting the game in memory, and often to get performance you need to trade even more memory. I can go into details but with such a high profile title I'll quickly get in trouble.
I'm sorry, but your information is just not correct. IW did have access to W@W, but I don't think they cared.
These games are developed over 2 year periods. By the time the other studio is out you are half way through development, IW's engine is quite massive and convoluted. You can't just go grab bunch of code and expect it to work.
For good or bad, the engines have drifted apart, mostly because IW worked in full secrecy and isolation.
Obviously I might be biased in this case, but I personally don't think BO is a step back from MW2.
Everyone has their opinions, and especially when it comes to "looks" I don't know how we can possibly be objective about it. I think BO has fantastic lighting, character work and weapons.
thanks again for the insight.
are you allowed to talk about "some" specifics?
for instance on Xbox360: did you use the EDRAM in specific unusual ways to increase performance?
thanks again for the insight.
are you allowed to talk about "some" specifics?
for instance on Xbox360: did you use the EDRAM in specific unusual ways to increase performance?
I think BO has fantastic lighting, character work and weapons.
Or how PS3 SPU's are used in COD engine, that would be awesome info
Or how PS3 SPU's are used in COD engine, that would be awesome info
Looking over the images in the gallery, I thought these two were quite exceptional for lighting/shading (skin-work in particular):
http://images.eurogamer.net/assets/articles/a/1/2/9/8/6/2/6/360_023.jpg.jpg
http://images.eurogamer.net/assets/articles/a/1/2/9/8/6/2/6/360_036.jpg.jpg
I wonder if MLAA was considered instead of 2xMSAA. If the GPU is limited, depending on the tech, this might have been a trade off with a benefit. Complete speculation, naturally.
Well, of course we considered it. I'm a big MLAA proponent as you might know, However we found negligible gains from turning MSAA off. I know GOW reported massive savings - the only way I can explain the discrepancy is that GOW runs at 720p and maybe it matters more at that resolution.
Well I agree, at least.
Looking over the images in the gallery, I thought these two were quite exceptional for lighting/shading (skin-work in particular):
http://images.eurogamer.net/assets/articles/a/1/2/9/8/6/2/6/360_023.jpg.jpg
http://images.eurogamer.net/assets/articles/a/1/2/9/8/6/2/6/360_036.jpg.jpg
Haha, I'm glad you appreciate the Pentagon Lady.
You wouldn't believe the hours I spent making sure those eyebrows look good (involves boring technical details on anisotropic bias and facial UV mappings )
Why are there never any authors attached to any of these Eurogamer face-to-face comparisons? Why do they seem to want to want to remain anonymous so badly? I don't get it.