Anim8or
MADDEN Animation Director
Our animation technology was designed for both PS3 and 360. We honestly don't favor one platform over the other at all (in fact we are contantly told we can't do that), PS3 is just harder to write code for due to multi-processor stuff so it took us longer to catch up, and the 50/50 RAM split. I would say we put more effort into the PS3 because it's a more complicated architecture, but we have devoted a lot of R&D to allow us to work on both platforms seamlessly, and that stuff is really finally coming together this cycle.
I actually posted a thread on this weeks back. Obviously with RAM constraints we can't have an unlimited replay buffer, and it does really annoy the animators that the longer the replay the more robotic the motion (this is because we HAVE to start dropping frames of animation at some point, since our replay shows the whole play snap to whistle, no matter how long it lasts).
We could take the 2K approach and only show you the last 8 seconds of the play, that would allow us to keep full rez replay, but in the thread I started a couple months ago it seemed very split weather it was more important to see the entire play no matter how long, VS. wanting to see the animation uncompressed in replay...
but anyway, the RAM constraints are the reason the replay look worse than the game. Hope that helps people understand the decision to allow animation to reduce in quality over longer replay lengths.
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Simon Sherr
Animation Director
Electronic Arts Tiburon
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