ShootMyMonkey
Veteran
Only 4? I heard 7.Dunno what Joker has heard..but I heard at least 4 different versions of the same story
This is a contest I would have hoped to lose, though. -___-
Only 4? I heard 7.Dunno what Joker has heard..but I heard at least 4 different versions of the same story
Hopefully Dean Takahashi will write a book about it..Only 4? I heard 7.
This is a contest I would have hoped to lose, though. -___-
hmm..the true one should have the name toshiba into itPlus one of them is probably true even if no-one knows which one, which would, somewhere along the paper trail, be NDA breach and Sony Ninja Death.
euh...being a newbie, from your words i can synthetize RSX is the very weak point of PS3 architecture....far less performing than xbox360 xenos
being a newbie, from your words i can synthetize RSX is the very weak point of PS3 architecture....far less performing than xbox360 xenos
Initially it was probably a bit of both, today its just GPU. Remember though that multiplatform devs have it much harder than PS3 only devs. The main reason is because PS3 specific devs have only one version of the game, and hence nothing to compare it so. So, no one will be comparing Uncharted 360 to Uncharted PS3. The reason this makes life much simpler for them is because then you can take all kinds of tricks and shortcuts to get the game running faster and most will not know any better because there is nothing else to directly compare it to.
Multiplatform devs don't have that luxury, both versions need to look as close as possible. The little tricks that the PS3 only devs can do on their versions would get us killed on our multiplatform versions because sites like IGN, Gamespot, etc, will almost certainly do an A to B comparison between our 360 and PS3 versions and cry foul when they detect that version A has a triangle someplace that version B doesn't. Worse yet are sites like this one, where its almost certain that someone will plaster up screenshots of both and people will tear apart the one version because of x, y and z differences. So we have to get the same assets working on both platforms.
So, I've noticed that ports are recently getting better, and in some instances the PS3 version even seems to exceed that of the 360 = (Dirt, Oblivion, The Darkness, etc.)
The Darkness (screenshot comparison): http://www.eurogamer.net/article.php?article_id=84649
1. How do multi-platform devs make ports that perform the same on the PS3 and Xbox 360? i.e. Apparently Call of Duty 4 = 60fps. on both platforms, and looks the same as far as videos and screenshots show.
to?Pix is very cool indeed, though I think it lost its throne
Pix is very cool indeed, though I think it lost its throne
Oninotsume said:...are there really no advantages in trying to make a game for the PS3 over the 360?
One multi platform studio (which shall remain nameless) did it by taking away the 360 dev kits of many of the developers, and forced them to make it work on PS3 first. Apparently it worked, as I hear both versions are running similarly. I don't think that would work at out studio though, as taking away Pix would lead to severe bloodshed.
Not yet! GCMReplay still crashes alot on us when processing the more complex scenes. We sent our crash issues to a friend that works on the GCMReplay tool, and apparently one of the issues was that our game has too many verticies. No joke! He was slightly perpexled with I added that we're running 60fps with 4xmsaa on 360
Well, I've often said it in the opposite tack, in that poor data design hurts both the PS3 and the Xenon, but it hurts the PS3 a lot more.I think Mike Acton mentioned something to that effect (Good data design benefits both PS3 and Xbox 360, but I think it probably benefits PS3 more).
2-3 triangles per frame... that is indeed insane.As I stated many time we should get better at distributing geometry on
screen, we often manage insane polycounts (2-3 triangles per frame or even more) without having a good return in term of image quality.