On the video clip second from the top, starting about around 1:18, John Carmack says it's more difficult to develop on the PS3.
http://kotaku.com/5025229/carmack-talks-from-idea-to-mac-gaming-and-ps3-programming
Jeeze, you really wanna get me crucified on this forum, don't cha?
Isn't this content scaling you're mentioning the one thing people notice immediately when starting vs. threads? Also joker seems to be implying that there are particular sanctions in place against developers who do this(with certain exceptions). Therefore in order to avoid these sanctions, and the appearance that the developers are lazy, the 360 version is usually scaled back to match.This is just plain common sense.
Let's put development issues related to SDKs&related tools aside and analyze for a second what it means to develop on PC, 360, PS3 and Mac.
GPUs on all these platforms can be programmed through a set of extremely similar APIs and all share the same modus operandi when it comes down to vertex and pixel shading, therefore what it makes a big difference here is the CPU and the amount of available memory (I'm not concerned that much about differences in GPUs performance as GPU content is usually easier to scale..).
It's clear that PS3 has the most exotic architecture compared to the other three platforms, and also a (relatively small) memory disadvantage.
While the latter is a kind of bottleneck that can be easily overcome (again, scale the content) to other platforms detriment, the former is certainly not that easy to address, especially if you are in love with OOOE CPUs (and who's not?)
Who's BB? In any case, We're only ~2ms from making frame at full rez, I'm not worried about it.
Not sure where you're going with this. The big boys run with a different rule book, that's all I was saying.
Again, not really sure where you're going here. If a company can spend X dollars developing a product, or spend X+Y dollars, there is no reason to choose option B. I've yet to encounter anyone that claims PS3 development is the cheaper of the two, so why would you lead on it unless you just feel like burning through more cash? If anyone can explain to me how leading on PS3 would save money, then spell it out. I'd be interesting in hearing the theory behind it.
It's not power, so much as leverage. It was different in the PS2 days. With a 100+ million install base, Sony had the levarage to force exclusivity windows, etc...
I should have made it more clear, content scaling on all platforms, not just one.Isn't this content scaling you're mentioning the one thing people notice immediately when starting vs. threads?
Sony and MS ninjas are not what they used to be anymore, what a disappointment..Also joker seems to be implying that there are particular sanctions in place against developers who do this(with certain exceptions). Therefore in order to avoid these sanctions, and the appearance that the developers are lazy, the 360 version is usually scaled back to match.
Yes, and my post lists part of the reasons behind this fact.I don't know if this is true, and I've been impressed by a few exclusive PS3 titles, but when games are multiplatform it's almost never the PS3 version that fares better under comparison.
You are drinking the Kool-Aid here, Rage is not the first game doing something like this, not the second and not the third either..Rage avoids this by building concurrently on several platforms using the same assets making sure no single one is left behind.
Based on that part you quoted I get the impression that the X is the weakest and so the Y's version is scaled down so both will be equal in quality. Right?Sony and MS ninjas are not what they used to be anymore, what a disappointment..
It doesn't happen all the time, different companies have different approaches.Based on that part you quoted I get the impression that the X is the weakest and so the Y's version is scaled down so both will be equal in quality. Right?
This is just plain common sense.
Let's put development issues related to SDKs&related tools aside and analyze for a second what it means to develop on PC, 360, PS3 and Mac.
GPUs on all these platforms can be programmed through a set of extremely similar APIs and all share the same modus operandi when it comes down to vertex and pixel shading, therefore what it makes a big difference here is the CPU and the amount of available memory (I'm not concerned that much about differences in GPUs performance as GPU content is usually easier to scale..).
It's clear that PS3 has the most exotic architecture compared to the other three platforms, and also a (relatively small) memory disadvantage.
While the latter is a kind of bottleneck that can be easily overcome (again, scale the content) to other platforms detriment, the former is certainly not that easy to address, especially if you are in love with OOOE CPUs (and who's not?)
who wants to open a restaurant with me? (Faf I know you want to..)
People say this on the internet a lot but my own experience is that I see both versions of the same co-branded commercial about equally. If there was some demonstrable statistical evidence, that would be one thing, but you could just be missing the other versions on channels you don't watch.
Well, I just know a guy who works at G4 and asked about what I was seeing in their coverage. Here's a link. Matt Keil works on X-Play and helped produce their E3 coverage. Unless you have any evidence to the contrary, there's really no reason to dismiss his answer.
Since when is cell phone gaming more profitable? It's a small, niche market with low ASPs. You can't hit GTA homeruns there. Maybe it will become bigger later, but your argument is rather meaningless today.Err.. to make game on cellular phone costs much less, and profits are much better. Why not ditch X360 and go cellular? Good enough for a theory?
...people debugged with hardcopy of memory dumps.
And now even slightest challenge is not accepted: "Why? On X360 we could get out with pretty graphics doing nothing!"
Doesn't seem like that dev was really given a choice on what platform to use , they were most likely told to bring ps3 demos .
I hear this argument from time to time, and while half true, it still forces studios away from the point of optimality. From years of experience, studio execs feel they can get the most out of a title by, for example, spending X% on coding, Y% on art/content/gameplay, and Z% on testing and tuning. For any given budget, being efficient on PS3 puts more resources on coding that they could put towards the others.Programming everything from the ground up to be efficient on PS3 would benefit 360 a lot too, while PC and Mac platforms really wouldn't care that much.
Why is this so hard for you to understand? If you want access you a 100M+ install base, you have to go through such pains. It's crap that you didn't have to deal with on other platforms, but you'll gladly pay for it if you can quadruple your target market. That's what joker454 means by "leverage"....people debugged with hardcopy of memory dumps.
And now even slightest challenge is not accepted: "Why? On X360 we could get out with pretty graphics doing nothing!"
Not so odd considering that this type of thing happens everywhere in code development.Oddly, I'm finding out that a 360 dev kit is one of the better PS3 development tools.
Not that I'm arguing against awesomeness of Pix but aren't most of those scriptable?1) compile and run
2) setup the scene
3) run replay, capture and time
4) see the results
5) tweak the shader
6) go back to step 1
Not that I'm arguing against awesomeness of Pix but aren't most of those scriptable?
I would imagine even 4 and 5 could be scripted for simple cases, automating the whole process?
Sorry, I wasn't aware that the PS2 started out with 100M+ install base. So, there were no games other than 1st party games on the PS2 'til the install base reached 100M+ install base? ...Nothing at the 10M, 20M, or 30M mark, huh? After all, the PS2 is supposedly the most difficult of all the systems to develop for, right? It must have been really rough for the PS2. How many 3rd party games were on the PS2 by the time the install base reached 20M+?Why is this so hard for you to understand? If you want access you a 100M+ install base, you have to go through such pains. It's crap that you didn't have to deal with on other platforms, but you'll gladly pay for it if you can quadruple your target market. That's what joker454 means by "leverage".
With PS3 that isn't the case. You only get about 60% more sales by including PS3, and maybe only 10% of the PS3 version's buyers would refuse to buy the game if it had slight deficiencies like lower resolution, less AA, blurrier textures, or lower framerate. Now you have to ask yourself if it's worth all that work to get 4% more buyers.