ShootMyMonkey
Veteran
Well, given that it is Mark Randel we're talking about here, I don't think I'd doubt his enjoyment of working on the PS3 or for that matter, having a strong preference for the PS3 over the 360. When I was at TRI and the 360 codebase was still early in development, he couldn't stop screaming about how much he hated the machine and how he felt that it may have 3 CPUs, but each one ran stuff slower than the original Xbox, or that something as simple as a floating point divide was slower on the 360 than on the PS2, and that he pretty much wanted to center around the PS3 more than anything. Infernal even when it was a previous-gen engine was wholly PS2-centric.Then, Mark Randell of Terminal Reality goes on about how great the PS3 is, how powerful it is. How the 360 only has 3 processors and the PS3 has SEVEN!!!!111ty!
When confronted with the abysmal quality of the PS3 version, he states:
So.. why didn't they?MR : Personally, I want to show off our PS3 technology. We’re one of the few developers who love the PS3 and have a great time with it. We have great technology for the PS3 and we want to show it off.
He then goes off about how they reserved one SPE for the dolby audio and how they couldn't do this on the 360.
sigh.. developers
That coupled with his undying hatred for Microsoft (which makes you wonder considering he once worked at Microsoft), and Mark being very involved with the core code, especially on rendering and physics meant his philosophies about how the engine should operate would take a lot of precedence over any other priorities. I mean, we weren't even using Microsoft compilers for anything other than the Xbox and 360 builds (that too, only because there's no other choice).
Either way, things like texture resolution is stuff that gets decided at build time, so it's not like artists are doing things to the assets for one platform or another. Why the build settings for textures or what not for one platform as opposed to another are set to downsize before archiving is another matter. Maybe they felt the lower screen res and savings on fill limitations meant they could afford lower-res textures. Maybe they wanted to keep the memory footprint for the XMB menus available at all times. Who knows? Either way, it's not going to mean anything wrt any licensees of the engine because they'll each make their own decisions about how to manage assets.
Still, it's a questionable decision considering that he should be well aware that the visuals are always the first line of judgment and that any failing in that area will color any analysis of other aspects about the game.
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