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Forums - Gaming - Square-Enix: Trouble Fitting FFXIV On PS3

Read again what he says. It isn't a performance problem, it's a size problem, an architecture limitation that you can't circumvent with better algorithms. You can reduce the texture data, but only reducing the quality of the assets. You cannot offload work to the SPUs to solve this problem, because the SPUs can't reduce the texture size in RAM, as decompressing them in real time is not an option if you don't have where to decompress them.



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Kynes said:

Read again what he says. It isn't a performance problem, it's a size problem, an architecture limitation that you can't circumvent with better algorithms. You can reduce the texture data, but only reducing the quality of the assets. You cannot offload work to the SPUs, because the SPUs can't reduce the texture size in RAM, asdecompressing them in real time is not an option if you don't have where to decompress them.


yes that why they are optimizing the data so that it can be done alongside

and what do you mean by they don't have the option where to decompress them?



To decompress data in real time, you need ram for the original asset and for the decompressed asset. If you have a big RAM limit problem, as they are implying, you don't have where to decompress it in real time.



Wasn't this designed as a PS3 exclusive? In my books that should mean that all decisions, including textures etc should be made whilst keeping the PS3 hardware in mind. Strange thing to say.

Anyway looking forward to inFamous 2 an open world game that understands the power of the Cell!



Kynes said:

To decompress data in real time, you need ram for the original asset and for the decompressed asset.

agree

If you have a big RAM limit problem, as they are implying,

PS3 has a ram limit but what they are implying also that the RAM has to be more optimised in the PS3 with the resources.

in PC you have abig amount of ram for both GPU and CPU and they do their own job but it PS3 both processing and RAM need to be properly allocated.

you don't have where to decompress it in real time.

have what?

that sentence doesn' make sense



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Fufinu said:

Wasn't this designed as a PS3 exclusive? In my books that should mean that all decisions, including textures etc should be made whilst keeping the PS3 hardware in mind. Strange thing to say.

not really,it was actually designed for PC

PS3 is a whole new architecture





Kynes said:

They should probably downgrade texture (bump maps, normal maps...) resolution to fit in the 256 MB VRAM, but only on the PS3 version. I don't think they'll downgrade the PC version to match the PS3 bottlenecks.

They aren't. That is why this time they main dev. on PC instead of the PS2.

 

They have stated that the PS3 textures will be downgraded but it will be hardly noticeable to the human eye. Bites, but i'm getting the PC version anyways. Getting PS3 version for collection purposes.



kowenicki said:
Fufinu said:

Wasn't this designed as a PS3 exclusive? In my books that should mean that all decisions, including textures etc should be made whilst keeping the PS3 hardware in mind. Strange thing to say.

Anyway looking forward to inFamous 2 an open world game that understands the power of the Cell!



open world has nothing to do with an online MMO.

no it wasnt designed as a PS3 exclsuive and all SE work is done on PC's first anyway.

Why wouldn't open world face the same memory problems? Wouldn't an openness for decisions be also present here?



Yes and no. Being an open world doesn't imply having tens of thousands of different items, equipment... you could need to load at any time. It consumes more memory than small maps, but even with open worlds, you can streamline, doing tiles as oblivion did.



i dnt understand

why is RAM more important thn processing power? Wht do they mean by memory? Cell has 7 SPU's so ther shud be enough emmory