Tomb Raider: Underworld

Hi there. I've been reading your posts (as well as others) with interest and take most of what you say re: resolution, etc. as just plain sensible.

I have a question though. Why is it that there seems to be significantly more going on in the PS3 version about the 360 version? Rain, water covered surfaces, reflectve highlights on walls, etc. Is this due to use of SPU's for specific rendering techniques, over and above what is rendered on the GPU?
It was mentioned that the PS3 version had a few extra effects here: http://www.lensoftruth.com/?p=1648

But that comparison has seen an update:
UPDATE: Well, we are baffled. It’s almost like we stepped into the Twilight Zone. What has us so spooked? The Xbox 360 version DOES have dynamic lighting, water and caustics. One of our editors was playing the game during lunch and made the discovery. So what happened? Got us. The video was captured for both versions in one session and the consoles were never reset or powered down. We started from the beginning of the retail game on both systems and played to the end of the second level. So this glitch was present throughout the entire Xbox 360 capture. We are going to try to reproduce the bug and will report back if we find anything.
 
Hmmm... I'm not sure on that -- I'm only aware of major advantages for the PS3 in the area of physics and animation. Rendering is definitely not one of those. SPUs are not used for actual *rendering* in any way... they're only used in a rendering context as a sort of rescue mechanism to save you from feeding the GPU unreasonably.


Thanks for the response. I was going by the article and vid that is linked below your post, but as posted there has been an update. I guess I'll wait and see what the outcome is.

The reason I was asking is because I'm not sure which version to pick up. I already have the PC version and am enjoying it immensely. However, there are a handful of games that I am more than happy to own twice, like Bioshock, Gears 1, CoD4 and Mass Effect. I own those both on PC and 360, getting enjoyment from playing on "The Big Screen" when I get the chance, but also in the more intimate setting of the 24" monitor when my wife is sick of me monopolising the TV ;)

With this game I'm tempted to pick up the 360 version for the simple fact that I prefer the controller, but if the PS3 version is significanly better than obviously that's the one to shoot for.
 
Interesting that the blog completely passes on some framerate hipcups present in the ps3 version.
(read some reviews mentioning them).
I'll wait granmaster comparison because I wonder if it's a blog or agenda... :LOL:

A new in regard to the game the game sold more than 50% of its copies on the ps3.
 
Could it be that this is the first TR game on the PS3, while the 360 has already had a couple?

That would be my best guess also. Otherwise Uncharted maybe drew more TR style fans to the PS3, but that doesn't seem as likely an explanation.
 
Could it be that this is the first TR game on the PS3, while the 360 has already had a couple?
I agree that might be a part of the equation.
I think that the game may have found more "room" in the PS3 actual offer, there are actually too many good games released at the time on the 360.

The game looks like it sells properly (better than Pure for example) but I still wonder if going exclusive may have the best choice (PS3 only I mean).
 
However, there are a handful of games that I am more than happy to own twice, like Bioshock, Gears 1, CoD4 and Mass Effect. I own those both on PC and 360, getting enjoyment from playing on "The Big Screen" when I get the chance, but also in the more intimate setting of the 24" monitor when my wife is sick of me monopolising the TV ;)

Why not just plug the PC into the TV as a second monitor? That would certainly be a lot cheaper than buying 2 copies of every game so that you have a choice between TV and monitor.
 
Why not just plug the PC into the TV as a second monitor? That would certainly be a lot cheaper than buying 2 copies of every game so that you have a choice between TV and monitor.

Different rooms, different floors ;)

And it's not every game, just a few that I know I'll want to complete more than once.
 
It was mentioned that the PS3 version had a few extra effects here: http://www.lensoftruth.com/?p=1648

But that comparison has seen an update:

I just looked at this link, and they said it appears on both PS3 and 360 versions. Apparently a bug that can be triggered by pausing and restarting the game. Can also be corrected by pausing and un-pausing. Seems like the state changes either didn't restore state or restored state in a bad way -- my guess based on no access to the source.
 
Been hearing people arguing over wether the PS3 version has motionblur or not, so just wondering is there a final say to that? The PS3 build which I've played at Egames expo on the 16th Nov, offered at least some kind of motion blur so im very curious to know.
 
Let me know when you get there... thanks!

It seems I'm not even close to that part of the game yet!:cry:
I'm currently at the second bike level and having fun! The bike controls are kind of loose, but not too much to be frustrating.

Another thing that the game has for it is the music. At places it's simply amazing!
 
SMM (& Daozang)...

To be honest, I am not really sure, as I've never actually played through any level in the game. I've only cheated my way to specific points so that I could test some specific features/bugs (and those cheats are removed for the final game because they allow you to do things which can crash any game). I've at least *seen* most of the levels, though, so I'm guessing from your description, that you're talking about the room with several pendulum-swinging hammers and a long stone bridge... And while I don't know the actual solution myself (never actually needed to try), I don't think the solution you mentioned is actually the right one -- I've never heard of needing to climb a chain in there -- there are plenty of cases of solutions that *look* viable, but actually aren't, and several cases where solutions don't look viable, but actually are valid play paths. It's a hard thing to get away with when you're talking about a game that is meant to be that way, but releasing that game in an era of gaming where the "primrose path" style of level design is considered the gold standard (unless of course, you're doing an open-world game like GTA)

Best thing in general to do with the camera is minimize monkeying with it in general. One of the common tests we did late in playthrough testing was actually to play the game with a MacGyvered "thumbstick mute" of sorts taped to the controller that prevents you from moving the right thumbstick altogether.

Thanks for the feedback. I was able to get past that room after playing for another 1 hour. It worked by pulling off a perfect jump and swing onto the chain and then walking it until the controls locked up - then jumping forward, grabing the chain, swinging back up and walking a few steps and repeat this whole process until she was close enough to jump on to the ledge of the upper floor. I checked again for other possibilities but couldn't find any. There are no ledges to climb/hang on to/jump from. In all the other rooms, hanging to the chain was sufficient, but in this particular last room, the chain moves in the opposite direction (away from the hammer), so walking is the only way forward. It would surely work great, if Lara wouldn't stop and lock-up after about 3 steps forward. I'm certain this is a bug. I'm glad I was able to get through it somehow anyway...

About the camera - I agree, but then again, not using the camera at all, would defeat the purpose of having it in the first place. At times, it's necessary to use it, since a first-time-player doesn't have the liberty of knowing the path you have to walk/jump/climb. Getting Lara to jump in the exact correct direction also requires use of the camera since getting the angle right can be at times quite tricky. Apart from some of the issues though, I like using the camera. It's way more confortable to make her turn direction using the camera, rather than change her directions with the left analog stick.

Anyway, am soon through with the game and enjoying it. :D
 
Thanks for the feedback. I was able to get past that room after playing for another 1 hour. It worked by pulling off a perfect jump and swing onto the chain and then walking it until the controls locked up - then jumping forward, grabing the chain, swinging back up and walking a few steps and repeat this whole process until she was close enough to jump on to the ledge of the upper floor. I checked again for other possibilities but couldn't find any. There are no ledges to climb/hang on to/jump from. In all the other rooms, hanging to the chain was sufficient, but in this particular last room, the chain moves in the opposite direction (away from the hammer), so walking is the only way forward. It would surely work great, if Lara wouldn't stop and lock-up after about 3 steps forward. I'm certain this is a bug. I'm glad I was able to get through it somehow anyway...

You do realise that if you press the triangle (as I recall) button when hanging from ledges, etc. then you move along at double-speed?

The same is for that chain. Yes, it's moving in the opposite direction, but using the triangle button (or whatever button it is you use to hold and move objects) then it's very easy to beat the speed of the chain. :)
 
Yeah this game has some weird bugs with AA-
I have a QX9650 @ 4.22 and 3 X gtx280 tri sli- running at 2560X1600 everything max . and in some areas changing AA from 2X to 16 XX doesnt matter just stays around 15 FPS but if i alt tab and go to my desktop and back to the game sometimes itll run back to like 150 fps lol, it seems to happen outside only, in cavern levels and what not I get a straight 120- 160 fps in which I juts Vsync to 60 FPS.

but then whne outside If i go to 0AA it runs to like 150 fps again and if i go to 2X aa it goes to 15FPS and same for every other AA level.
 
but then whne outside If i go to 0AA it runs to like 150 fps again and if i go to 2X aa it goes to 15FPS and same for every other AA level.

Msut be badly optimised if at all optimised. Becouse thats lower fps than you would get with Crysis on max and 4-8x AA at your res. This kinda reminds me of the King Kong game having to flavors, xbox port and a xbox360 port that seemed to be almost an emulation of the xbox360 version.
 
Msut be badly optimised if at all optimised. Becouse thats lower fps than you would get with Crysis on max and 4-8x AA at your res. This kinda reminds me of the King Kong game having to flavors, xbox port and a xbox360 port that seemed to be almost an emulation of the xbox360 version.

Sounds more like an AA related bug to me. His setup evidently can push out 150+ fps at those settings as it does when he alt-tabs.

Hopefully it will be resolved by a patch.

SMM, something to take back to the team!
 
Sounds more like an AA related bug to me. His setup evidently can push out 150+ fps at those settings as it does when he alt-tabs.

Hopefully it will be resolved by a patch.

SMM, something to take back to the team!

Yeah, I know I have a overkill of a system, but in caverns im pushing round 120-150 at 16X CSAA and max frames, but when your outside by water on the boat it drops to 15FPS and nothing else, no matter what AA level, if AA was pushing the cards going from 2AA to 4 to 8 etc should lower the FPS from 15 to like 2 etc which it doesnt. Hopefully it gets resolved because Its a gorgeous game.

btw I miss this forum! haha, Havent posted here in at least a year
 
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