*Game Development Issues*

Status
Not open for further replies.
From a gamers perspective the games look equally great on both platforms (minus a few bad PS3 ports). It was known on these forums before the PS3 was even released that it would be a wash performance wise between the 2 consoles.

But what about first parties?

Are they simply more talented or better supported/pushed by Sony on PS3 than on 360 (by MS)? Because I have yet to see games of the technical quality of a Heavenly Sword, Motorstorm, Uncharted or Ratched & Clank (and others to come- like KZ2...) on 360.

I can very well believe that the 360 architecture is a pleasure if you want to get good results with less effort and that a switch to a radical different architecture (as PS3/Cell definately is) which is supposedly harder to develop for can mean a pain in the a** for some dev, but this seems to be the case only for (some) 3rd parties - judging from the above titles.
 
I have yet to see games of the technical quality of a Heavenly Sword, Motorstorm, Uncharted or Ratched & Clank (and others to come- like KZ2...) on 360.

And exactly how are you measuring "technical quality" from a shipped game?
Some of the least technically impressive codebases I've looked at have produced some of the nicest looking and most polished visuals, and that goes all the way back.

Visual quality has little bearing on technical prowess. In fact I could probably argue that it can just as easilly hurt the final visual quality as help it.
 
But what about first parties?

Are they simply more talented or better supported/pushed by Sony on PS3 than on 360 (by MS)? Because I have yet to see games of the technical quality of a Heavenly Sword, Motorstorm, Uncharted or Ratched & Clank (and others to come- like KZ2...) on 360.

I can very well believe that the 360 architecture is a pleasure if you want to get good results with less effort and that a switch to a radical different architecture (as PS3/Cell definately is) which is supposedly harder to develop for can mean a pain in the a** for some dev, but this seems to be the case only for (some) 3rd parties - judging from the above titles.

I would tend to agree that the technical qualities of many PS3 exclusive games seems superior... however, it may be that those games also happen to be more appealing to me (and therefore it may be due to the art). I can't deny that Mass Effect and PGR4 look as good as the titles you mentioned, but they are not as appealing.

It seems with a the exact same effort a dev will get better results in less time on the 360 which is where the complaints are coming from. However, with more effort and dev time, it seems in exclusive titles that I have yet to see something that surpasses Uncharted or Killzone2 on 360.
 
But what about first parties?

Are they simply more talented or better supported/pushed by Sony on PS3 than on 360 (by MS)? Because I have yet to see games of the technical quality of a Heavenly Sword, Motorstorm, Uncharted or Ratched & Clank (and others to come- like KZ2...) on 360.

I can very well believe that the 360 architecture is a pleasure if you want to get good results with less effort and that a switch to a radical different architecture (as PS3/Cell definately is) which is supposedly harder to develop for can mean a pain in the a** for some dev, but this seems to be the case only for (some) 3rd parties - judging from the above titles.

Well there is likely a reason why Sony bought these studios or have a close relationship with them. The one thing you can't take aways from Sony is that they have picked the best first and second party dev's when it comes to both gameplay and technical ability. I mean really, many of these studios managed to milk the PS2 for most of what it is worth. They have made system defining games. I don't find it surprising that they are doing the same on the PS3...and that they are responsible for Edge.
 
But what about first parties?

Are they simply more talented or better supported/pushed by Sony on PS3 than on 360 (by MS)? Because I have yet to see games of the technical quality of a Heavenly Sword, Motorstorm, Uncharted or Ratched & Clank (and others to come- like KZ2...) on 360.

I can very well believe that the 360 architecture is a pleasure if you want to get good results with less effort and that a switch to a radical different architecture (as PS3/Cell definately is) which is supposedly harder to develop for can mean a pain in the a** for some dev, but this seems to be the case only for (some) 3rd parties - judging from the above titles.

Is 360 that different? I mean, if we check the best looking 360 games they are usually exclusive titles coming from special deals or 2nd/1st party games.

Just like the PS3
 
About all this first party/second party devs team discussion, I think Ms is still not pushing enough Rare wich seems their more potent dev team from a tech point of view.
Kameo, Viva pinata have qualities and were promising pefect dark zero was underwhelming.

What Rare are working on now? they need to push something impressive out of the door!
A kameo II could have been a good game to push to counter RC (even if they're quiet different they are still more or less platformers).

But maybe Rare and MS keep something unadvertised for 2008, MS has been quiet secretive about what comes for 2008.

But no matter what rare does Ms is still laking in this regard against Sony related devs teams.
 
Would you not say R & C would push Xenos? If not, how so?

I think R&C looks great! I also think that Xenos would render it with ease on it's own, and would have the added bonus of having a few extra dozen megabytes of memory free for other use.


scificube said:
In any case wouldn't it be a more valuable discussion to talk about potential solutions to problems than the hardware given the hardware is fixed and there is no way to change it now?

Our parent company hasn't blessed us with a Killzone style budget and timeline, so there are constraints as to how many of these solutions we can implement. It's even harder to explain to the suits why you managed to get something working so fast on 360, yet suddenly you're asking for lots more time to accomplish the same thing on PS3.

I'll give you a very simple example. In replay mode, the user moves the camera around anywhere in the game and zooms in/out to their hearts content. They decide to zoom in real close to a players face. This face has a very expensive pixel shader because it must look like the real life player. With the camera is zoomed in really close to the face, it means the overall scene vertex count is dramatically reduced, since the user is zoomed in on one thing in particular. This also means that the face is occupying the entire screen now, which normally is not a good scenario for an expensive pixel shader on older graphics hardware. However, Xenos, given that the main load is now pixel side, will automatically shuffle its shader units to handle more pixel load and less vertex load.

Next, the user zooms the camera out really far so tons of geometry is visible, but none of the very expensive pixel shaders are taking up much screen space anymore. Problem? Nope, because Xenons will again shuffle its resources automagically and dedicate more of them to vertex processing than to pixel processing.

Problem solved! Or is it?? Well it turns out no, because none of the above is handled on PS3. Got a view with < 500k verts but expensive pixel shaders? Too bad, the vertex units will idle. Got a view with a huge number of verticies but simple pixel demands? Too bad, the pixel units will idle.

Can this problem be overcome? To a certain extent it can be, but it's not easy. Along side typical geometry lod's now you have to write shader lod's. A pain in the ass which isn't 100% foolproof either.

Take alpha for another example. Alpha as most know is terrible on RSX. Fine, so we ditch it and go with alpha coverage. It is after all claimed to look as good as alpha to the common user. Well guess what, that's not always the case! You can end up in situations where, depending on the art, alpha coverage results in an image with more 'noise' compared to just going with regular alpha. More specifically, imagine a chain linked fence that covers the entire screen with lots of people behind it wearing all kinds of different clothing. Zoom back to just the right amount and suddenly that fence looks more like noise than a fence, compared to the alpha version. What's the solution here? We can't use alpha because its a full screen draw that would kill RSX. We can't render to a smaller buffer because we need to preserve the detail. So after taking time to try different things, we just settle on living with noise at certain camera distances.

Anyways, I can go on and on, but that's just two examples on many such graphics related issues that arise when you try getting a Xenos pushing game over to RSX. The ultimate question is will people have time to resolve them all in their budget and time constraints. The further question is if you happen to have a stupidly large budget and timeframe, will you even be able to recoup your costs? I know people here love to talk about Killlzone, but that's because you don't have to foot the bill (how much was it again, > 40 million? ). Believe when, when that game finally ships bean counters everywhere will be watching it very carefully. If enough of these huge budget titles fail, it will have definite ramifications on the industry.
 
Last edited by a moderator:
BTW...about the messsage you posted and deleted: at E32005 HS was not playable, PS3 devkits were not even around at that time.

I didn't delete it, I don't know who did. If a mod did it, can I please get a message when that happens?

Ok, enough OT. Let me answer your other accusations. All your "solutions" are PITA workarounds at best. And that's my exact point. It takes way too much time. It's a trial and error process and I just don't feel like spending that much time to figure out why including <assert.h> and using it doesn't have the desired effect that I have been relying on since the dawn of software engineering.
About STL/Boost - why don't you try including it on SPU and see how it goes. You have this single sided experience and you seem to ignore what every multi platform developer has been saying on this forum. Implying multi platform developers are incompetent coders and not "on this planet" is honestly rude at best.
 
IYou have this single sided experience and you seem to ignore what every multi platform developer has been saying on this forum. Implying multi platform developers are incompetent coders and not "on this planet" is honestly rude at best.
I have worked on multiplatform games for 3/4 of my career, in the previous gen and in the current one, so it's not like I wouldn't consider myself as multiplatform developer. I'm sorry for you, but I don't have
this single sided experience you're talking about.
And about coders being competent or not..try to ask around what a cache is and how it works in the average videogames studio.. you'd have a laugh or two.
 
I think R&C looks great! I also think that Xenos would render it with ease on it's own, and would have the added bonus of having a few extra dozen megabytes of memory free for other use.

I agree in that Xenos should be able to render R &C. When it comes to the memory usage I am not sure I would attribute this to Xenos or RSX directly. This would be an OS issue if I assume what you mean correctly which is orthogonal to what RSX and Xenos are respectively capable of.

joker454 said:
Our parent company hasn't blessed us with a Killzone style budget and timeline, so there are constraints as to how many of these solutions we can implement. It's even harder to explain to the suits why you managed to get something working so fast on 360, yet suddenly you're asking for lots more time to accomplish the same thing on PS3.

To be fair R & C and for that matter not many other games will sniff anything near Killzone 2's budget.

I understand that management etc may not be hip to the game but at this point the cat is out of the bag. The PS3 is a different beast than the X360. X360 has benefitted for prior development where PS3 has not been so fortunate. The situation will improve and time goes on.

The pitch to management is that if they don't wish to repeat what has happened on past PS3 projects then they should look into abstracting whatever difficulties outlined in the post mortem/technical review away for the next go around. Why pay multiple teams to slog through problems either beyond their skillset or simply there isn't time to deal with over and over again when you can pay a few trusted and skilled individuals to do it once and you never have to worry about it again?

The here and now is a snaphot in time. If you want a change in scenery point the camera elsewhere.

joker454 said:
I'll give you a very simple example. In replay mode, the user moves the camera around anywhere in the game and zooms in/out to their hearts content. They decide to zoom in real close to a players face. This face has a very expensive pixel shader because it must look like the real life player. With the camera is zoomed in really close to the face, it means the overall scene vertex count is dramatically reduced, since the user is zoomed in on one thing in particular. This also means that the face is occupying the entire screen now, which normally is not a good scenario for an expensive pixel shader on older graphics hardware. However, Xenos, given that the main load is now pixel side, will automatically shuffle its shader units to handle more pixel load and less vertex load.

Next, the user zooms the camera out really far so tons of geometry is visible, but none of the very expensive pixel shaders are taking up much screen space anymore. Problem? Nope, because Xenons will again shuffle its resources automagically and dedicate more of them to vertex processing than to pixel processing.

Problem solved! Or is it?? Well it turns out no, because none of the above is handled on PS3. Got a view with < 500k verts but expensive pixel shaders? Too bad, the vertex units will idle. Got a view with a huge number of verticies but simple pixel demands? Too bad, the pixel units will idle.

Can this problem be overcome? To a certain extent it can be, but it's not easy. Along side typical geometry lod's now you have to write shader lod's. A pain in the ass which isn't 100% foolproof either.

Geometric LOD is standard fare though. If policies aren't enough to ensure proper LODs are provided then 1) automate it 2) make it more unignorable in the toolchain.

What you describe with shaders isn't new or exotic either. Sounds like a simple depth test and switch which isn't 100% fool proof but shouldn't be terribly difficult to implement.

You are describing a situation at the extreme where RSX may have some difficulty.

What happens in the case where both heavy vertex and pixel processing demands must be met concurrently? In this case both the vetex and fragment pipelines are available on RSX so the demand can be met. On Xenos the pipes can only be split as the ALUs can't handle both jobs at the same point in time.

Take Polyphony Digital's Gran Turismo for example. You have complex pixel shaders and very high poly counts consistently in the scene.(to be clear I'm not saying Xenos couldn't handle it...just saying that some effort would certainly be required.)

joker454 said:
Take alpha for another example. Alpha as most know is terrible on RSX. Fine, so we ditch it and go with alpha coverage. It is after all claimed to look as good as alpha to the common user. Well guess what, that's not always the case! You can end up in situations where, depending on the art, alpha coverage results in an image with more 'noise' compared to just going with regular alpha. More specifically, imagine a chain linked fence that covers the entire screen with lots of people behind it wearing all kinds of different clothing. Zoom back to just the right amount and suddenly that fence looks more like noise than a fence, compared to the alpha version. What's the solution here? We can't use alpha because its a full screen draw that would kill RSX. We can't render to a smaller buffer because we need to preserve the detail. So after taking time to try different things, we just settle on living with noise at certain camera distances.

Anyways, I can go on and on, but that's just two examples on many such graphics related issues that arise when you try getting a Xenos pushing game over to RSX.

This is a fidelity issue rather than extracting good performance.

You could test and see it the artificacts you're getting are distracting to players ie. see if your testers notice it?

You could try different MSAA levels on the fence or perhaps dynamically alter it.

Is this fencing a common set piece? Maybe you could special case it with some priori knowledge and iron this out if its a fringe case.

Anyhow there is a solution with respect to performance and if the IQ isn't what you'd like you have to play with it.
 
Last edited by a moderator:
Take Polyphony Digital's Gran Turismo for example. You have complex pixel shaders and very high poly counts consistently in the scene.
I doubt they have very complex shaders, they are master at faking stuff, and this is all what matters in the end.
 
I have worked on multiplatform games for 3/4 of my career, in the previous gen and in the current one, so it's not like I wouldn't consider myself as multiplatform developer. I'm sorry for you, but I don't have
this single sided experience you're talking about.
And about coders being competent or not..try to ask around what a cache is and how it works in the average videogames studio.. you'd have a laugh or two.

Which 360 games have you worked on extensively or atleast comporable to HS?
 
I don't know if this is possible, hence why I'm asking (Maybe I should make a new thread in Console Technology). But would it be possible to use the SPU's to help the RSX along with Vertex Shading?, I remember reading a article on using them for pixel shading a while back.

I believe this is somewhat related to multi platform development and its troubles, so I will post it here and see how it goes.
 
I don't know if this is possible, hence why I'm asking (Maybe I should make a new thread in Console Technology). But would it be possible to use the SPU's to help the RSX along with Vertex Shading?, I remember reading a article on using them for pixel shading a while back.
It's entirely possible, some titles use SPUs to perform vertex skinning for example
 
About STL/Boost - why don't you try including it on SPU and see how it goes.
What did you see? Did you write an allocator for it? IIRC on MS's optimization guide for 360 there was "don't use linked list" or something like that... Instancing templates can lead to unexpected code bloat, I doubt it is the best solution for the 256KB memory.
 
Status
Not open for further replies.
Back
Top