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Forums - Microsoft Discussion - PC helping the 360? Smack talk from Valve

Seems so as most games made for the PC are being also made with the 360 in mind.  This is great for the 360 as it expands the library of games available for it.  If a game can be easily made or ported for both PC and 360 I see why it wouldn't make sense to do it.  Is not as easy to do PC to PS3 due to the cell or infrustracture  SONY created with the PS3.  Of course I am not expert but below are some words from Valve Software boss Gabe Newell

 "Investing in the Cell, investing in the SPE gives you no long-term benefits. There's nothing there that you're going to apply to anything else. You're not going to gain anything except a hatred of the architecture they've created", Newell told Edge magazine.

Though he is confident the Orange Box should be fine on the PS3 he goes on to say

"But I think it's harder to get it to the same standard as the 360 and PC versions", Newell said.

Basically you have a PC developer picking the 360 as their console of choice for porting over their PC games.  I mean if it wasn't for EA porting it to the PS3 it would have probably been a 360 exclusive.  Again this bodes well for the 360 as the orange box is getting critical acclaim and if it sells really well on the 360 should encourage even more PC games to make the jump (looking at you crysis).

 Here is the link I got the quotes from

http://www.computerandvideogames.com/article.php?id=173540



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DING DING DING....Fight..... :) JK... but seriously I am waiting for the usual "devs are lazy" comment... I hope we get though this thread without it, with so many experianced developers saying the cell is hard to work with there is no question that its hurting the PS3, the Valve boss seems to go even one step further saying it has no long term benefits, that sounds like no matter how much you figure out the cell it will ceep beeing hard to work with... those are very harsh word form a very respected company... nothing good to say here, sorry Sony fans :(



 

 

 

hes right



Neos - "If I'm posting in this thread it's just for the lulz."
Tag by the one and only Fkusumot!


 

It si just gabe Newell's latest rant. I am surprised he has waited so long to take a shot at the PS3. So now he hates DirectX 10, the mac, the 360 and the PS3. Half Life Episode 3 on the Wii?



Since I quoted him might as well put the second part of the interview here for those that want the whole thing.

http://www.next-gen.biz/index.php?option=com_content&task=view&id=7422&Itemid=51

Edge: What’s next for Steam?

GN: We’ve spent the last year working hard to provide great tools for software developers and game publishers. I think that’s why we’ve seen this big increase. They’re like, 'Wow! I can see how my product sold China; I can see what the effects are of game-passes and free weekends on my sales'. Those are the kind of things that appeal to those on the developer side. Now we need to shift our focus on developing our tools for the gamers themselves. So the community stuff is the first step increasing its value – we really don’t want people to think of Steam as this glorified advertising bit-grouper. We want to make it more useful. Even if I never buy a game off Steam I want it to be useful.

Edge: Do you feel that maybe this has come too late – that you missed the point at which you could have monopolised the digital distribution market?

GN: I’m far more concerned about the fact that you can’t mod Steam – that worries me a lot more than other companies doing digital distribution.

Edge: Going back to thinking about different platforms, we notice that you aren’t developing the PS3 version of The Orange Box in-house. Do you have some horror stories to share?

GN: I think the people who have The Orange Box on the PS3 are going to be happy with their game experience. We’ve done the PC and 360 versions here and EA has a team doing the PS3 version – and they’ll make the PS3 version a good product; EA got the job done in putting a lot of people with PS3 experience on the project. But I think it’s harder to get it to the same standard as the 360 and PC versions.

Edge: Obviously you’ve ported games between platforms before, but is there anything you’ve learned from developing for multiple platforms from the outset?

GN: We’ve learned that you can create a framework where all you need to do is recompile for each of those three platforms. You know, that’s a sort of abstraction of our goal. With The Orange Box we could do that, so getting Left 4 Dead up on the 360 was like a day’s worth of work. It requires a big technology investment to be able to do that. I was pretty sceptical that we would; I thought there was going to be more work than that. I think in the longer term we’ll have the PS3 as well, but, to be honest, the biggest hole for us right now is the Wii.

Edge: A while ago you said that you thought Sony should do a 'do-over' with PS3. Do you still think that?

GN: Absolutely. I think [PS3 is] a waste of everybody’s time. Investing in the Cell, investing in the SPE gives you no long-term benefits. There’s nothing there that you’re going to apply to anything else. You’re not going to gain anything except a hatred of the architecture they’ve created. I don’t think they’re going to make money off their box. I don’t think it’s a good solution.

Edge: You’ve been very vocal about PS3’s failings, but it wasn’t that long ago that you were laying into Microsoft for its decision to go multicore with Xbox 360. Has your opinion changed?

GN: There’s something deeper going on here that’s important. Essentially Intel, about the time they were talking about the 10GHz Pentium 4, were focused on clockspeed over everything. They thought single thread of execution was the way to go. And because of that, processor scaling was not increasing linearly with transistors – it was sort of the square root: if you quadrupled the number of transistors you were only doubling the components of the CPU. The problem they ran into there were thermal issues. They weren’t able to manage heat. They weren’t going to be able to reach 10GHz without doing Freon cooling or something like that.

At the same time the GPU guys were essentially writing CPUs – there’s no real difference, the GPU is just a CPU with a specific function: it runs graphics code. They were going in this different direction; they weren’t trying to run it at incredibly high clock rates, they just had lots and lots of execution units – lots of cores, essentially. And Intel, because it could just throw tens of billions of dollars at its processor technology, was able to get a lot further with the single-thread direction than anyone else – but even they eventually said, 'We have to throw away this single thread of execution model. We have to go to multiple – we have to make this a software problem'.

Performance and scaling has stopped being a hardware problem and instead it’s been turned into a software problem. That’s bad news for us software guys – but for hardware it’s good news, because it shifts the value proposition towards software developers. What it also means is clock rates will stay pretty much the same, but the number of execution units you have is going to explode. The good news is that we’re going to spend an era of growing linearly for a while, so transistor budgets will translate directly to improvements.

At that point we said, we understand we have to make these investments in multi-core. We have to worry about not just two cores, but 64 threads; 512 threads – how are we going to reorganise it? What does that look like? But the more we look at it, the more excited we get. This current era is one of heterogeneous computing: you’ve got this one big chunk of code doing physics and AI, character animation and facial systems talking through this strange interface called DirectX to another chunk of your code which you write to run on GPUs. That’s just going to go away. And either Nvidia or Intel is going to win the battle for whose array of cores is taken up.

So that’s the backdrop behind us making these investments in multicore. Once you’ve made that decision, then adapting it to the 360 is fine, but we wouldn’t have made this investment if it were just to garner those benefits for the 360 – it’s because of the current and future investments on Intel’s side that we can get really excited about it, because that’s where AI and physics are going to experience the rapid performance increase that we’ve been seeing over the last several years exclusively reserved for 3D graphics. You look at how fast Nvidia and ATI have been increasing graphics performance in the last ten years – that’s how much faster our physics and AI are going to improve.

Edge: What’s the timescale for this boom?

GN: We’re going to start seeing it now. We’re going to be releasing multicore versions of Counter-Strike and Day of Defeat and Half-Life 2 after we ship The Orange Box. The challenge is going to be going forward. Right now we just have to deal with an order of magnitude of difference between DirectX 9 and DirectX 7 in terms of fill-rate and number of polygons. That’s a set of scaling issues that we’ve managed to adapt to. Soon we will have to answer the question of how do you design a game experience that could go from ten characters on screen to 1,000 characters on the screen. And how do you turn that into something worth purchasing? Is having 100 persons on the screen really ten times as fun as having just ten people on the screen?

In 2008 and 2009 we’re going to do stuff that’s optimised for the new high-end that doesn’t scale down, and use Steam to reach those customers, so we can start to learn what to do with 1,000 smart creatures on the screen at once. Then hopefully we can backfill and do more scaleable experiences.

Edge: You’ve more or less already placed your cards on the table about this, but what do you make of discrete physics cards, like Ageia’s PhysX?

GN: I think that’s a horrible idea. At the same time that the distinction between the GPU and CPU is going away the PPU guys want to come in and define a new set of abstractions, where we have memory and data that’s really far away from the CPU and CPU... How do I tell when something breaks, or gets pushed by a monster? All these decisions I have on my CPU have to sit around until they are resolved on the PPU and GPU, and you end up with a physics decelerator. This is the reason you want a homogenous architecture.

Edge: Does Valve consider itself a technology company, and how do you feel the Source engine stacks up with the other middleware engines out there?

GN: If something’s useful to us, we always ask how we can make it useful to other people, too. That’s always going to be part of what we do. Right now I think we’re really happy that if you want to ship a massmarket game that looks great on the high-end and runs acceptably on the low-end then we’ve got the best engine out there. So, for our purposes, we’re super-happy with it.



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Saiyar said:
It si just gabe Newell's latest rant. I am surprised he has waited so long to take a shot at the PS3. So now he hates DirectX 10, the mac, the 360 and the PS3. Half Life Episode 3 on the Wii?
he doesn't hate directx10 he just hates the way microsoft is pushing it. He doesn't hate mac, there just isn't much future in mac gaming. I never really heard im speaking of hate for the 360 and yes he doesn't like the ps3, but that is for good reasons.

 



I respect valves opinion on the issue :D I'm not going to say "the devs are lazy" but I will say I find it hard that Valve can't work out there hitches with the PS3, aren' they the crem-de-lacrem of programers o.O? I see games like Haze, Warhawk, Resistance, MGS4 and wonder how theyre not able to adapt, what seems to be there hitch? I haven't read or heard of a single complaint about Kojima's team on the ps3, same with Insomniac, in fact I hear multiple complaints on the hardware, but I see so many vivid types of games comming out on "unique" hardware and it just makes me stop to wonder.

I think they'll come around, if theyre really as good as they say they are they'll find a way :D Isn't SONY working with Epic to get a re-worked Unreal engine? 



From 0 to KICKASS in .stupid seconds.

I don't like Gabe but he does run a great company and he has 2 valid points:

1) PC and 360 use pretty much the same SDKs. Now with Vista, even Xbox Live (called Windows Live or something like that) is available to be used by Vista games
2) PS3 is a totally different architecture

During this year's GDC in San Francisco, I went to Valve's session about multi-core/multi-processor optimizations to the "Source" engine. It was a great session. It was great to see the kind of stuff they did and the performance boosts the engine got from it.

When they initially coded the "Source" they didn't care for multiprocessing, but now they have to. This is because almost all new CPUs have multiple cores. He was forced to optimize the engine to perform better on the current hardware. It was all driven by new PCs and not because of the 360 (of course the 360 also benefits from their optimizations).

Now, since Valve isn't primarily a console company and I seriously doubt that PCs will start shipping with Cell CPUs he will never be "forced" to optimize the "Source" engine for the PS3. Parallel processing architectures, unless these new architectures are on most of peoples PCs, is a waste of Valve's time. I totally agree with him. Why would he invest on the PS3? Valve is a PC gaming company. Porting to anything that lacks DirectX and Win32 APIs will be a major challenge, leave alone the freaking Cell. Better pass that task to EA ;)

Anyway, this does not worry me at all. I did not get a console so I could wish for PC games to be ported to it. I have a kick ass PC to play PC games. To play games like Orange Box, BioShock, Gears of War, Crysis, Unreal 3, StarCraft2 and lots more.

I'm really looking forward for Crysis, U3 and Gears of War on the PC. Will be nice to play Gears at 60+ FPS instead of the crappy 30FPS we keep getting on consoles. And I say "consoles" because the freaking PS3 is also suffering from the 30FPS syndrome. For example, I love Resistance:Fall of Men but it runs at a "solid" 30FPS. It sucks so bad that it hurts my eyes after a couple of hours. I wish I could play longer ;)



PSN ID: krik

Optimistic predictions for 2008 (Feb 5 2008): Wii = 20M, PS3 = 14M, X360 = 9.5M

 

Okay, major flamebait/troll post by yours truely but...



I don't think it's that the devs are lazy, they just don't have any sort of real reason to make the PS3 the lead platform for a game like that, therefore, they're focusing on another system.

It's like the Sega Saturn vs. the Sony Playstation: one system *is* technically better, but the other one is much easier to program for, and sells alot more hardware and software. Which one are you going to go with?

Games like Warhawk, Resistance and such are 1st party, they have no choice but to work on the PS3 exclusively. If your working even with difficult hardware, you'll get used to it, and do very well on it (there were plenty of graphical powerhouses on Saturn, but they were all first party).

And again, the major reason is financial.

It DOES take more time to port from PC > PS3 vs. PC > X360 because Microsoft made the X360 in mind for such things. If it takes developers a few extra weeks, or God forbid, extra month or two to just do a port (versus a graphically comparible version on a Xbox 360, or Wii), it's alot of cash. Devs are paid decently well ($50k/yr), so that's $4,000/mo per person per month.

Unlike last-gen, Sony doesn't have the advantage of the guarentee that "if you build it, they will come" forcing devs to addapt to the complex archatecture, since it offered more rewards than the GC and Xb did, due to much much higher software sales vs. the GC and Xbox.

Valve isn't lazy, but they also like money. Thats why they work on digital distribution, and want to keep their profit margins up.



Back from the dead, I'm afraid.

@mrstickball

Correct and totally agree.