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FF_Fanatic said:
Kynes said:
...

You don't seem to understand the difference between an mmorpg, with tens of thousands of variables, and a very lineal, movie-like game. You can't use the same tricks in FFXIV than in UC2 or GoW3.

PS: No one says that this game isn't going to be made for PS3. What some here are saying is that PS3 has big memory limits for this type of games, making SE to cut corners (texture resolution mainly)

my point is no one should be in here bashing the ps3 until this game comes out and we all try the game out, then given you can make judgements then, but SE was complaining about having troubles with FF13 never mind anything else, they may yet find better ways to code on the ps3, even though like you siad it is limited by the memory they still can use lots of tricks which other developers have used, and take from their examples, the possibility is endless, but if they just do a direct port from pc to ps3 of course it will be very hard, textures and cgi sequences eat up memory more than variables!!

also even if ff13 was linear do you realise how many variables it would have been using, not only was it having to calculate what kind of attack to do for you, but it was also calculation things like how much each attack would effect your enemies, and that is just a simple way of explaining it, RPG's even like FF13 can be very complicated to program as there are loads of things you have to basically code, and you have to be very good at maths to achieve it.

admidtedly ffxiv will have more loads more variables as it is a mmorpg, but to be honest it's like i said as long as they manage their code properly they can do it, we will have to wait and see how they do., and whether they have to reduce things like textures later, to me i am not worried about that much as long as it plays well, I loved WKC which is not the best looking game, but beleive it or not it's massive and even it managed to achieve to look somewhat pretty to my eyes, and I know from previous SE showings that they are more than capable of achieving a more attractive looking game than WKC even despite it's complexity because it is a MMORPG.


It's not variables to calculate, it's variables data to keep on memory. In an mmorpg you have tens of thousands of different objects you could use in any moment, different items, weapons, armors, with different textures and polygon models. Imagine that you only load to memory the moment you need it. When you go to a populated city, you'll have a great problem, because you'll have hundreds of players with different armors, weapons, faces, hairs... textures and polygon models that you'll have to load from a slow media with a big lag. It would be rather unplayable. That's why probably they'll have to use simplified polygon models, and reduced texture resolution. You can't streamline every game, as every game is different and have their differences and limitations.