djskribbles
Legend
does the PS3 versions really have a 24 player limit online vs the 360's 18? i thought both were "up to 18"?
Try the COD4 thread - http://forum.beyond3d.com/showthread.php?t=40887. It's a long one of course... a screenshot is quoted and discussed at http://forum.beyond3d.com/showthread.php?p=1090506&highlight=comparison#post1090506. Like I said, it's very minor, but it seems funny to hear the game's creator saying that it's "clear the PS3 is superior".I've only seen the 360 version, in what is it better than the PS3 version? pictures? links?
does the PS3 versions really have a 24 player limit online vs the 360's 18? i thought both were "up to 18"?
Try the COD4 thread - http://forum.beyond3d.com/showthread.php?t=40887. It's a long one of course... a screenshot is quoted and discussed at http://forum.beyond3d.com/showthread.php?p=1090506&highlight=comparison#post1090506. Like I said, it's very minor, but it seems funny to hear the game's creator saying that it's "clear the PS3 is superior".
Good question - anyone with both should confirm.
One of the developers that frequents neogaf said the PS3 has higher res textures for CoD4. He didn't mention much else. That was months before the game was even released.
Also game is 16 players on both systems for all game modes except for one which supports 18 on both systems.
I just get the feeling that Activision is using the situation to score some points with Sony. They know the 360 version is going to sell well and they are trying to protect their PS3 sales by going out of their way to point out how the PS3 version is on par if not even better. I think it's a smart move, especially if they end up getting some more love and support from Sony.
After spending a significant amount of time with a near final version of the PS3 game, it's apparent that this version suffers from a number of technical flaws, which at best merely hinder game play and at worst make the experience downright unplayable. Framerate is a consistent issue throughout the Half-Life series of games included in The Orange Box. One moment you'll be cruising through the game at 30 frames per second and the next you'll be enjoying a slideshow of series protagonist Gordon Freeman cruising down the river.
...
Unfortunately, it seems that, once again, PlayStation 3 owners are doomed to suffer through another substandard version of a multiplatform game.
I've only seen the 360 version, in what is it better than the PS3 version? pictures? links?
Besides, now that every other shooter on the PS3 has been delayed into oblivion (UT3, Haze) or bashed by reviewers (Orange Box, Timeshift, Haze again), they are pretty much the only game in town for PS3 shooters this holiday season.
I don't think that most people care about an "inferior version" as long as it is a good version, if a PS3 port have technical issues that hinder the gameplay or it's downright ugly the game and it's sequels will have lower sales.In general I don't think consumers like buying products that are inferior. While you could point to the PS2 as a counterexample, I think this is currently one of the problems the PS3 had and the GCN was a victim of such at times as well.
I think that worry is not warranted. If the developers structure their data to work well on the SPUs of the PS3 it will in most cases lead to a better performance on the 360 as well. Creating efficient data structures takes a little more initial effort, but it will pay off on both platforms and simplify ports.If developers choose to use the PS3 as the lead SKU because of the PS3's architecture and get "great" and get "ok" performance out of the 360, and focus on techniques that work best on the PS3, but not so great on the 360 (see: certain comments about Xenos above for example), so you end up with the superior version of a game on the PS3 (smaller market), yet a real possibility of the 360 (larger market) version falling behind related to products that went 360 lead SKU route.
I really don't know what to make of that...
UT3 has gone gold and is on schedule for December 12th (USA), check out the other thread...
I think that worry is not warranted. If the developers structure their data to work well on the SPUs of the PS3 it will in most cases lead to a better performance on the 360 as well. Creating efficient data structures takes a little more initial effort, but it will pay off on both platforms and simplify ports.
It's not like developers "will get used to PS3", and things will be easier next year. PS3 development will always need more effort, better programmers, etc.
Are you really sure that first making a PS3 version and then porting it to the 360 is more complicated than first making a 360 version and then porting it to the PS3?It will simplify ports, but complicate the overall development.
It´s like saying developers will never get used to multi-core CPUs, is that your sentiment as well.It's not like developers "will get used to PS3", and things will be easier next year. PS3 development will always need more effort, better programmers, etc.
I'vd like to know exactly what you think will prevent PS3 coders from getting used to the platform?
Are you really sure that first making a PS3 version and then porting it to the 360 is more complicated than first making a 360 version and then porting it to the PS3?
A few developers have claimed the opposite.
The *will* get used to the platform, but it will never be just as easy as developing for a SMP machine (which, in turn, will never be as easy as developing for a single-threaded machine). So the reasoning "next year we'll get better ports because developers will get used" is flawed - unless, as you say, you fire your Xbox 360 developers and your 360 version doesn't get any more complicated.