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Forums - Sony Discussion - Kaz: We don't program the easy to develop for console that developers want

It seems they were smart with the PS1 (Easier to develop) and they went backwards with every console since. Granted, the PS2 was harder to develop for than the PS3, it's just the quality of your average developer has dropped since then due to unsavoury pay and conditions in the industry leading to all the true experienced people dropping out or finding much higher paying jobs elsewhere in the computing industry with better conditions.



Tease.

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that stance hasnt helped them this gen, it only put them in 3rd place , besides the price.



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@Onyx I'd actually have to say a bit of both :P

You hear constant spam from devs about how much of a beast the PS3 is. They all start simple with the SPU usage, then over time they realize just how much they can move over and they're usually flabbergasted in a good way ^^ It just seems more fun!

And maybe not every gen, but Sony for some reason or the other, said conventional microchips had a problem, so they went with the Cell. The wanted to make sure the future was prepared for multi-thread code. Dev's who enjoy learning (not gabe newell) will probably look forward to something that's not the usual grind they've been doing for the last 20 years. It's challenging, but that in itself can be rewarding. I just think there's pro's and con's to both.



From 0 to KICKASS in .stupid seconds.

@Fishy, you act like people can't make a PS3 game. Apparently it's easy enough to figure out how to move a decent port over.

I'm simply saying that it's a console that will always surprise you with each game developed on. Developers can look at other developers and ask "how the fuch?". It's cool that so many people can take so many different approaches at how to utilize the hardware.



From 0 to KICKASS in .stupid seconds.

ChronotriggerJM said:

Sony's a company that's helped pioneer many a products over it's lifespan. They're not quite known for taking the beaten path. It makes them interesting IMO :) Most developers don't understand how to work on the PS3 properly, and it's completely understandable why. However, some developers have had an absolute blast working with something different and getting to pioneer new tech in uncharted territory.

 

You are missing a few points. Sony was no longer able to develop a new processor. Instead they made a joint venture with Toshiba and IBM and after some smaller problems 3/4 of the development was done by IBM developers.

They had a clear concept in mind how the cell should work in the PS-3. But after they were finished Sony had to redesign the complete PS-3. There was no longer such a big development involved, instead they had a case of: Herare are your components. They were never developed to work with each other, make them work.



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Theres an easy way, an efficient way and a hard way to do things. Microsoft tends towards the efficient model.

"With 2xmsaa, somewhere in PS3 memory must reside a 2560x720 buffer to render to as well as the regular 1280x720 buffer to resolve out to. The memory for both of these must be available somewhere in the 512mb of ram. On 360 you do not need the 2560x720 buffer in the 512mb of ram, you render msaa to edram in tiles, and it gets resolved out to the 1280x720 buffer in the 512mb of ram. That's a big memory penalty on the PS3. Likewise, rendering PS3 particles to a 1/4 size memory buffer means that somewhere in memory must exist a 640x360 buffer to render to. If you are lucky and can reuse a buffer from elsewhere then cool, if not then that's more memory eaten. No need for that on 360, you render particles straight to edram at full res. Etc, etc. Put it this way, if it ever does become only a 6mb difference then I'll have a party at my LA pad and you're all invited. For now though, it's not Memory is what you make of it in any case, God of War looked amazing on a 32mb PS2."

Just one more reason why memory is an issue for more the PS3 and less the Xbox 360.



Tease.

This is obviously not a good thing for their system. All the developers know it and Kaz knows it. What he said is bullshit. He said it even though he knows it's bullshit because it's his job to do so. You can never assume your mistake while it's there. If it is a big mistake and you have to assume it's there, do so only when you fixed it. To see that this is true, there are so many examples that are easy to find. Two noteworthy such examples of the perks of this job are the inclusion of rumble in ps3 and the 360's RROD. Deny at all costs and try to spin it if possible.

Norlead has it right when he mentions this situation is horrible for a developer and Kaz had a lame excuse. I just added that it's his job, so you should know that he is paid to lie and not admit mistakes.

So they obviously didn't plan the ps3 to be this way. Then NJ5 also got it right that it was a huge problem that they didn't care.

Yeah... that concludes my opinion on this subject.



THings like the IPOD touch/iphone , NXE are all helping developers make more games and better looking games faster while SONY decides to make it harder??!! And considering the gap between the 360 and PS3 continues to increase, sooner or later developers making small budget games will skip the ps3 all together. How can anyone support his ideas?



I want the drugs that Kaz was smokin' when he did the interview. They are obviously very powerful and really take you away from reality.



^He must be smoking some good stuff cause i want what he smoking



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