I remember when this thread was about multiplatform development issues. As much as I'd like to hear about publishers sales per platform, or see these "heavily pixellated" particles on Pacific Rift, can't we just get back on topic?!
From what we can see and measure, Mirror's Edge has slightly better AA on one platform, and a slightly better framerate on the other. DICE should be applauded for getting both versions as close to each other as they have, especially when using UE3. It still surprises me that they didn't use Frostbite, but when the results are as good (and similar) as this, I guess their decision is justified :smile:
Im fairly sure ME would/could have avg. fps be higher on the 360 without a v-cap. Though if we are speaking totally about parity then kudos to Dice and ME.
Basically, everytime you see tearing on the PS3, if it were capped the fps would drop to 20 or less. Everytime you see slowdown on the 360, it would tear if not capped.
Um... One is v-synced the other is not. So thats kind of a ridiculous comparison. framerate on the X360 would have been higher than the PS3 if it wasn't vsynced
The 360 is only capped above 30fps, it tears when it (rarely) drops below it and quite noticably, whereas the PS3 seems to tear on the edge of the image so the effects are not nearly so pronounced - I certainly didn't notice any in the demo yet.
The key difference here is that since the aforementioned titles are all single platform PS3 games, these issues get heralded on forums like this as "design decisions". I guarantee you though if the same games also had 360 versions that didn't exhibit these problems, then the same issues on the PS3 version would get viewed as "multi platform compromises" due to lazy coders.
It may be my imagination, but I'm pretty sure lost planet on the 360 uses a half res particle buffer.
Also, these problems aren't really platform specific, both consoles have multi million exclusives that have no AA, or, no AA and sub HD resolution, slow downs, or any number of problems.
Probably, although I'm not sure where. I haven't actually noticed 'old-fashioned' particles at all, though there are potentially particles in one track maybe. I probably just haven't noticed.
It almost looks like there's some sort of shader bug for the specular shine. There's definately some non-diffuse light influence in the 360 ant, but it's behaving incorrectly. I think the hair is a similar issue. You're definately wrong in suggesting there's no normal map in the 360 version, because I can see the lighting on the access panel.metal parts are glossy on the PS3, it's completely flat on the 360
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this one's the much talked 'access panel', unlike what people have suspected, the base textrue is identical. only difference is that the PS3 version's got normal map, the 360 got none looking totally flat.
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the ps3 version of roaches look just beautiful with detailed normal map, 360 version is just flat textured. the giant ants & scorpions are similar, the ps3 version being realistic with high-res normal map.
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the last but not least. the 360 version look terrible with flat low res texture, where the ps3 version is just beautiful blonde hair with so much detail.
Here you are right. Not what you'd expect, judging from other games.even rocks are different. the 360 version's got normal map, but it's in much lower res. it's just more detailed and sharp on the ps3
You're jumping to conclusions here. Fixing the specularity is not going to impact performance much at all, even if they have to add some math ops. There's no tradeoff there, just a bug.It seems like trade off for 4 x AA is rather severe.
This is truly a breakthrough comparison (despite the fact it's comprised of low-quality off-screen camera shots). The conventional hype recently has been how awful and inferior the PS3 version is; the screens somewhat indicate the contrary. More detail in the PS3 version's textures; as well as better (or just there) specularity effects (gloss).I spent some time comparing PS3 & 360 version of Fallout 3, and the findings are rather interesting.
Theses are some of the shots I took with digital camera, the actual difference is even bigger. All shots are taken at the exact same time period.
http://www3.telus.net/public/dhwag/FO1360.jpg
http://www3.telus.net/public/dhwag/FO1PS3.jpg
metal parts are glossy on the PS3, it's completely flat on the 360
http://www3.telus.net/public/dhwag/FO2360.jpg
http://www3.telus.net/public/dhwag/FO2PS3.jpg
this one's the much talked 'access panel', unlike what people have suspected, the base textrue is identical. only difference is that the PS3 version's got normal map, the 360 got none looking totally flat.
http://www3.telus.net/public/dhwag/FO3360.jpg
http://www3.telus.net/public/dhwag/FO3PS3.jpg
the ps3 version of roaches look just beautiful with detailed normal map, 360 version is just flat textured. the giant ants & scorpions are similar, the ps3 version being realistic with high-res normal map.
http://www3.telus.net/public/dhwag/FO4360.jpg
http://www3.telus.net/public/dhwag/FO4PS3.jpg
even rocks are different. the 360 version's got normal map, but it's in much lower res. it's just more detailed and sharp on the ps3
http://www3.telus.net/public/dhwag/FO5360.jpg
http://www3.telus.net/public/dhwag/FO5PS3.jpg
the last but not least. the 360 version look terrible with flat low res texture, where the ps3 version is just beautiful blonde hair with so much detail.
I don't think it's necessarily a bug/glitch. The lack of prominent specular reflectivity could very be a deliberate omission in the 360 version for performance considerations. You mention the presence of "some" very faint/soft specularity in the 360 version, but that could just be the way it's supposed to be, as opposed to a glitch or oversight. Some games have used this style of soft "gloss mapping" (instead of regular specular lighting) before, such as DOOM 3 for instance.It almost looks like there's some sort of shader bug for the specular shine. There's definately some non-diffuse light influence in the 360 ant, but it's behaving incorrectly. I think the hair is a similar issue. You're definately wrong in suggesting there's no normal map in the 360 version, because I can see the lighting on the access panel.
You're jumping to conclusions here. Fixing the specularity is not going to impact performance much at all, even if they have to add some math ops. There's no tradeoff there, just a bug.