|
goddog said: cool little article.
could the extra details and decision to leave v-lock on the ps3 version be the result of the dev team believing if they programed it right for the ps3 it would be able to run it because of the advancement in the cell, only to realize that either doing so would make the ps3 version late (and thous could be pathced), or that the limitations of ram ended up crippling the ability to feed data to the cell thus making decisions before unreal.
The only good reason why they left V-Lock on is because the alternative was worse. The PS3 can screen tear like a biarch if you let it as an example.
the other option is sony in an effort to make the ps3 look more powerful than the 360 insists that games coming to both systems give the ps3 version higher technical standards to live up to, and either the help that sony is giving is not enough to achieve same time launch, or the ps3 not being able to perform at sonys expected computational output.
Unlikely. Many of the issues present in multi-platform games are also present in first party games as well. (No/low AA, Quincunx vs MSAA etc) Also the mantra of this generation is equality, no game developer wants bad press on one of the versions because it brings down the whole game.
both of these are troubling options, with ps3 dev teams on several games being larger than the 360 dev teams time should not be as much of an issue. sony has been said to be working with devs now to make this even less of an issue, but we keep seeing this time and again.
however, i would like to give the ps3 the benifit of the doubt, and wait one more year to see if this is still happening. It would be a great shame if it is sony doing this to its self by demanding multiplat games have more in them technically than the 360, only to constantly end up pushing the ps3 hardware beyond what it is capable of doing.
Wasn't that benifit given last year and the year before? How much benifit can we give this situation?
|