Just played the PS3 demo. Ok, so I admit I get aggravated when studio after studio gets thrown under the bus as having done a bad port
But I won't post why it's hard to do a heavy overdraw game at 60fps on PS3. Instead, I'll play the other side and assume it's a bad port like everyone else. So:
1) we need 60 fps
2) we need lots of overdraw
3) we need the overdraw bits to maintain their detail
4) we need the overdraw bits to linger on screen a long time with said detail
Given that, how do you guys propose to solve the above scenario on Bayonetta even though the 360 has an order of magnitude more bandwidth to the frame buffer for transparencies compared to the PS3? I normally wouldn't ask, but since it's already been binned as a bad port with such confidence, that means I presume you guys know of a solution. I'm sure you know that Edge wouldn't help here, and that you can't use low res buffers for transparencies and still maintain detail. So how would you fix this bad port?