Digital Foundry Article Technical Discussion Archive [2012]

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Oh wow... pc version has the same nip & tuck texture of the ps3 version :/ so it's pretty obvious 360 is the lead platform ... no surprise to see those differences at the end...
 
Oh wow... pc version has the same nip & tuck texture of the ps3 version :/ so it's pretty obvious 360 is the lead platform ... no surprise to see those differences at the end...

Where do you get that from?

"Beyond image quality, United Front Games has clearly boosted the PC game up considerably in other areas. The environments benefit from more intricate detail due to higher-resolution textures being in play, which helps to spruce up some of the artwork by giving some surfaces a greater amount of depth - the ground textures in particular are now filled with small cracks and other intricacies barely visible, if at all, on the consoles."

"A separate high-resolution texture pack has also been released by the publishers. However, this appears to be integrated into the 'core' download package when buying the game from Steam and later installed when the game is activated. We had access to this beforehand with our press download copy, and all our screenshots and videos feature the game with the pack installed."

"Somewhat strange, however, is the situation with regards the use of water shaders in the game: they appear to be on a par with the PS3 game, lacking similar reflections and texture compared to the Xbox 360. There's no logical reason for inferior effects to be used, technically at least, so perhaps this is simply a bug in the game, or an entry in the .ini file which has been set incorrectly."
 
Where do you get that from?

"Beyond image quality, United Front Games has clearly boosted the PC game up considerably in other areas. The environments benefit from more intricate detail due to higher-resolution textures being in play, which helps to spruce up some of the artwork by giving some surfaces a greater amount of depth - the ground textures in particular are now filled with small cracks and other intricacies barely visible, if at all, on the consoles."

"A separate high-resolution texture pack has also been released by the publishers. However, this appears to be integrated into the 'core' download package when buying the game from Steam and later installed when the game is activated. We had access to this beforehand with our press download copy, and all our screenshots and videos feature the game with the pack installed."

"Somewhat strange, however, is the situation with regards the use of water shaders in the game: they appear to be on a par with the PS3 game, lacking similar reflections and texture compared to the Xbox 360. There's no logical reason for inferior effects to be used, technically at least, so perhaps this is simply a bug in the game, or an entry in the .ini file which has been set incorrectly."

:arrow:
 
"There's no logical reason for inferior effects to be used, technically at least, so perhaps this is simply a bug in the game, or an entry in the .ini file which has been set incorrectly."

So what? Because DF presume is a bug isn't it a flaw? :/ Anyway not seems a bug to me... probably they have porting the code from ps3 version, optimized at the best to the pc specs & forgot of that nips & tuck to fix for pc... it needs a specific patch to fix it imho.
 
So what? Because DF presume is a bug isn't it a flaw? :/ Anyway not seems a bug to me... probably they have porting the code from ps3 version, optimized at the best to the pc specs & forgot of that nips & tuck to fix for pc... it needs a specific patch to fix it imho.
There's one recognised issue with the water. Everything else is much better. Yet you summarised the whole PC experience as, "Oh wow... pc version has the same nip & tuck texture of the ps3 version". You aren't making any sense.
 
There's one recognised issue with the water. Everything else is much better. Yet you summarised the whole PC experience as, "Oh wow... pc version has the same nip & tuck texture of the ps3 version". You aren't making any sense.

I have just express my surprise about this thing (not summarised) & tried to explain what going on in my opinion :/ By the way I don't call it how a issue; I suspect a lot of games are porting to ps3 on pc than to 360 & show something of similar imho.
 
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No, your statement to those of us who did not read the DF article was the PC version was being console limited in textures when you said, "oh wow... pc version has the same nip & tuck texture of the ps3 version" when in fact the game looks a ton better than the console versions in textures except corner case/bugs.

Considering their are games that are limited in such a way your comment was at best not very clear and at worst misleading.
 
No, your statement to those of us who did not read the DF article was the PC version was being console limited in textures when you said, "oh wow... pc version has the same nip & tuck texture of the ps3 version" when in fact the game looks a ton better than the console versions in textures except corner case/bugs.

Considering their are games that are limited in such a way your comment was at best not very clear and at worst misleading.

Ok, I could have to type better my post... but I never said pc version is inferior in some way :???:
 
Ok, I could have to type better my post... but I never said pc version is inferior in some way :???:
Well you did, even if you didn't intend to. ;). But whatever language barriers exist, "same nip-and-tuck" is far broader than just meaning a single issue.
 
They probably just pulled it because they normally add those articles on Saturday and someone put in online a day earlier.
Today it's online again :D
http://www.eurogamer.net/articles/digitalfoundry-sleeping-dogs-face-off

Hey thanks! I was thinking the same thing actually over the weekend.

Again surprised by the results of this face off. UFG worked on two PS3 exclusives, and the two video reviews I saw both used the PS3 version, so I was convinced it was the lead platform and would turn out as the better version. Also, the past has shown that deferred rendering sometimes works out better on the ps3, so I'm really curious to the kind of issues UFG ran into here.

I'm clearing out some of my backlog now before I buy anymore games, but I definitely hope to play this later this year.

I have just express my surprise about this thing (not summarised) & tried to explain what going on in my opinion :/ By the way I don't call it how a issue; I suspect a lot of games are porting to ps3 on pc than to 360 & show something of similar imho.

I'm not sure this makes sense. Why would devs choose to port from the ps3 to the PC when the 360 and PC are closer in architecture? Or why would devs choose to port from the PS3 to the PC and from the PC to the 360? Why not just port from the PS3 to both the PC and 360 or just the lead platform to the other two platforms?

Sorry none of that makes sense, unless I'm not understanding you correctly here.
 
I'm not sure this makes sense. Why would devs choose to port from the ps3 to the PC when the 360 and PC are closer in architecture? Or why would devs choose to port from the PS3 to the PC and from the PC to the 360? Why not just port from the PS3 to both the PC and 360 or just the lead platform to the other two platforms?

Sorry none of that makes sense, unless I'm not understanding you correctly here.

What not has sense? :???: Working on console dev kit not means port from pc to console how could you explain game like Dark soul has that low internal buffer?About pc & 360 architecture.. isn't it a common misconception? I think it's more 'simple' to port from ps3 to pc because ps3 hasn't the edram & cell not change that much, just needs to address some of those effects in the pc gpu, I don't think is that tough. But port from 360 to pc could be an another matter, because edram has completely different way to work on the gpu to the pc gpu RAM...or I'm wrong? I remember to have read something of that even in this forum.
 
What not has sense? :???: Working on console dev kit not means port from pc to console how could you explain game like Dark soul has that low internal buffer?About pc & 360 architecture.. isn't it a common misconception? I think it's more 'simple' to port from ps3 to pc because ps3 hasn't the edram & cell not change that much, just needs to address some of those effects in the pc gpu, I don't think is that tough. But port from 360 to pc could be an another matter, because edram has completely different way to work on the gpu to the pc gpu RAM...or I'm wrong? I remember to have read something of that even in this forum.

I would think at this point, it wouldn't matter which system was the lead when porting to the PC since a typical gaming PC has so much more performance. Still with that said, I would assume it's easier to port from the 360 to PC than porting from the PS3 to PC. We typically don't see low resolution buffers on PC games, so bandwidth provided by the eDRAM doesn't look to be any kind of obstacle. Maybe one of the devs here can comment on this specifically, but what you're saying still makes no sense to me.
 
Just look at Assassin's Creed (the series)... the PC ports aren't all that nice, either. VERY low resolution shadows (even on highest settings), massive LODding etc... although any PC gpu made since 2010, even lower end models, could easily handle higher resolution buffers with ease. But they (aka the devs) don't even bother giving you the option. In AC1, you could retro-hack it via the settings ini, but that was TAKEN OUT with AC2 and later games. It's a real shame.
 
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