Which doesn't say much without a context.Rotmm said:So unless the MS "team" is better than the Sony one, both platforms ran the game as well as it could be run.
Which doesn't say much without a context.Rotmm said:So unless the MS "team" is better than the Sony one, both platforms ran the game as well as it could be run.
How did they manage to render 4xMSAA in Heavenly Sword? Does it not use HDR? Also, what about Uncharted? Do they both use FP10, FP16, or which one?
Open world games like GTA4 are perhaps the toughest most hardware demanding style of games out there to implement
If there are cases here and there where PS3 SKUs aren't noticeably inferior, it's a reason to be pleasantly surprised more than anything else.
but when you look at inFamous and compare it to GTA4 you can't help but feel cheated.
How do you know when development of both games startedFirst; Infamous hasn't been released yet, and what you've seen so far is part of the marketing; second, if it releases in 2009, it will have had ~18 months more in development than GTA.
Uncharted uses Nao32/LogLuv for main light accumlation buffer, but it also uses FP16 for rendering alpha and water.both games use nAo32 HDR I believe, like most first party games and thats how they got AA to work. Havent seen 1 ps3 games with FP 16 HDR that support AA.
You're not being realistic. GTA IV took years to make. The developers would have had 360 devkits at least a year, probably closer to two, before they got equivalent PS3 equipment to work with. Perhaps you'd have been happier if they delayed the PS3 version for several months instead of releasing it day and date with the 360 game.
Certainly, the notion of comparing this project with first party games created from the ground up for PS3, and much smaller in scale and scope, doesn't quite compute.
Agreed. A much more interesting comparison would be with Burnout Paradise, a multiplatform sandbox game which has better IQ and framerate on PS3, and was released before GTA4.
Yes, developing sandbox games are more complex then linear games, but when you look at inFamous and compare it to GTA4 you can't help but feel cheated.
inFamous was announced in July 2007 which means it was already in preproduction. For how long? Previous Sucker Punch game was Sly 3 (Sep 2005) so since late 2006 at least. If the game hits May 2009, that's 2.5+ years of dev.How do you know when development of both games started
I never understand why publishers do that. Is it because they think that the consumer doesn’t notice such things or isn’t good informed?Stuff like character faces disappearing seems to hint that they just ran out of time. That's the problem with shipping games this time of year, the ship date is completely inflexible because publishers absolutely want the product on the shelf before thanksgiving no matter what. I don't envy any developer that has a late October release date that's for sure.