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Forums - Gaming - Just finished Uncharted...

grandmaster192 said:
"The best 10 hours that you will enjoy on the PS3. I didn't think it was a wise idea of naughty dog to tell you how long you have played for, mine is at 6 hours 50 with 100% complete, but that was mostly on easy, and with deaths it is at least nine"

The Playstation 3 has better games than Uncharted. I'm going to get the game o Friday, but I'm not expecting it to be a top 5 PS3 game.


 For me is the best PS3 game yet. Followed very closely by Ratchet and then both RockBand and CoD4.



PSN ID: krik

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

 

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krik said:
crumas2 said:
Zero Hero said:
Can you 2 please keep on talking about the technical side of how games work? I'm finding the conversation very enjoyable to read. Do you both agree that the reason the PS3 is usually on the worse end of the stick when it comes to ports is the lack of using the SPE's?
Do either of you know what is needed to program for different SPEs and how it is so much more difficult to do?

On topic, I love Uncharted. My wife came into the room when I was playing it and asked me what movie I was watching. She was surprised to see a controller in my hand.

 I'm not certain that Krik and I will ever agree upon the potential power of the PS3 compared to the 360 (I think some of his assumptions concerning the SPEs vs a full CPU core are flawed), but I do believe I understand the difficulty in programming the SPEs.  I would compare it to vector programming on a Cray... very tricky to get the parallelism right, particularly considering the work performed on the PS3 has to work in real-time and there are significant barriers to avoiding race conditions, etc.

Krik and I will probably just have to agree to disagree on this one... 


Crumas, I never "played" with a Cray machine but bellow is a "hello world"  application for a CELL SPE. The big difference you will probably notice is the code is in C. Yes, IBM as C/C++ compilers for the PPE. They even support standard libraries. Here is the code:

SPE code: --- 

#include   

int main( unsigned long spuid )
{
  printf("Hello, World! (From SPU:%d)n",spuid);
  return (0);
}
 
PPE code to load the spe code (this code actually blocks waiting for the SPE to finish but it could be loaded and run using a ppe_thread that would not block the PPE):

#include
#include

int main()
{
  unsigned int          createflags = 0;
  unsigned int          runflags    = 0;
  unsigned int          entry       = SPE_DEFAULT_ENTRY;
  void*                 argp        = NULL;
  void*                 envp        = NULL;

  spe_program_handle_t* program     = spe_image_open("spu_hello");
  spe_context_ptr_t     spe         = spe_context_create(createflags, NULL);
  spe_stop_info_t       stop_info;

  spe_program_load(spe, program);
  spe_context_run(spe, &entry, runflags, argp, envp, &stop_info);
  spe_image_close(program);
  spe_context_destroy(spe);

  return (0);
}
 
But I agree with you that the biggest problem of using the PPEs is to fragment your data structures in such a way you can send the PPE as much data as possible (up to the 256Kb cache limit) so that the PPE can run without having to access main memory or any other I/O. This prevents racing conditions and also lock wait slowdowns maximizing the crunch power of the PPE. This is what really makes it hard. But, for example, if you send a full mesh and it's skeleton animation data to a SPE and have it deform the mesh based on the skeleton animation per vertex weights then the PPE will beat any core doing the same task. This task is basically just a loop that performs matrix multiplications on each vertex based on vertex weights in relation to each bone. I'm actually working on some C code to do this right now (as I learn PPE/SPE coding on Linux/PS3).
 

Having been a C programmer since 1980 (doing real-time telecomm and kernel work back then), I can appreciate the clean nature of the API.  The race condition I was speaking of wasn't actually related to what goes on in the SPE (it's really a very advanced version of a bit-blitter, which is why the Amiga was so great ... the challenges are actually due to co-ordinating the work among separate SPEs at the application layer.  Having a bunch of powerful critters able to tear through matrix transforms isn't going to do you much good if you can't keep them fed or manage to mesh what they produce as output effectively.

You and I are probably not far off concerning what we believe is theoretically possible with the Cell.  But just like a PC with a blazing fast CPU, if memory bandwidth limits or other factors holds it to 10 wait states, what good does it do?  You have to be able to take advantage of it.  Folding at Home is great for that machine because it can really use the Cell effectively without requiring a programmer to jump through big flaming hoops to get it done.

I hope the PS3 survives so that 3 or 4 years from now a killer game can be produced that uses the full potential of the Cell in a way that can't be duplicated elsewhere.  Do I believe this can happen?  Yes.  Do I believe it will take years to produce just like Shadow of the Colossus or GT4 on the PS2?  Yes.  It wasn't impossible to produce those games on the PS2... just really, really hard.

 



Deviation59 said:
crumas2 said:


My advice is to just enjoy this game because it's great and not try to make claims about how it could never be ported to the 360. Forever is long time...


 Actually, it never could - Uncharted is made by Naughty Dog and they're first party Sony.


 I think the discussion was regarding whether it could technically be done on the 360 without making compromises.

 

But I give you 2 points for wit.



krik said:

The game is amazing. Good story, good cut scenes, great gameplay, the best water and lighting I've ever seen (even better than Crisis) and some of the best graphics and level design I've ever had the pleasure to play through.


First off, I completely agree that the game is fun and looks great, but I'm in chapter 11 (or 12, I forget) and I have a few criticisms about the level/game design.

  1. The piss poor damn boat levels. These are seriously some of the most unfun levels I've ever played. The first one you can't move and shoot at the same time, the enemies blend into everything-- they might as well be chameleons, the controls are beyond shitty, and why the fuck are there exploding barrels that if you even tip floating everywhere?
  2. Continuing on the crappy boat levels, the second set at least lets you move and shoot but you have a crappy pistol that can't hit for crap. To make things worse on the shitty controls part, you now have current so it makes the enemies even harder to hit and the controls even worse. Seriously, the boat level in Half-Life 2 was better than these garbage levels. I'll be so happy if I'm done with these.
  3. Why can I sometimes fall 20 feet and other times I can't fall 10 feet?
  4. Why can I fall 20 feet but I die if I fall in water that I swim in 20 minutes later?
  5. Some of the platforming is terrible mainly due to terrible fixed cameras (in fact, I don't think there's a fixed camera section I like yet).
  6. As long as you don't ask why was that enemy sitting on a place I just spent 10 minutes climbing to, why did I bother working so hard for those keys if there's obviously another way around since enemies are on the other side of the door, or just ask why in general you shouldn't have too much trouble with accepting why the enemies are in some places they are.
  7. I think every encounter starts out with me running and then enemies popping out of nowhere shooting me and then me frantically running for cover.
  8. While thinking of cover, the cover system is shit.
  9. Did I mention I hate the boat levels with a passion?
  10. The encounters are starting to get a little stale since they are pretty much the same.
And the list goes on. I do like the game, but saying it's the best level design is crazy.

Im guessing the entire 'a 3rd of the systems power' thing is kinda bull. I just get the feeling that using all of the systems power would involve the game have massive frame rate issues.

On an unrelated note, how much of the PS3s power did Lair use?



Anyway if I had a PS3 this would be the number 3 game I was interested in, the list going.

1. LBP
2. GT5
3. Uncharted.



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@ Twesterm - My god, how do you play games with all the list and criticisms? Do you actually have fun? I bet you're a hard person to please? I can't imagine what a full list would be. I'd say you could write up over 1000 criticisms in no time :P

 

Maybe you should be a 360 fan... you can get achievements in making lists and criticism! 



  Unleash The Beast!  

End of 2011 Sales: Wii = 90mil, 360 = 61mil, PS3= 60mil

@ Twestern, when you play games do you just look for criticisms.

However, on some things I do agree with you (why are enemies behind locked doors?) but I was just so engrossed by the story that I just killed them and moved on. However, I still want a nex-gen J & D, because the PS2 ones don't work on the PS3 (EU 60GB) and I want to sell my PS2 soon, so there is not much point in buying them.



CLEANING BUMP !!!



Time to Work !

I'm in chapter six right now and I have to say game is awesome. It's pretty challenging but not frustrating. Game looks and plays damn good. Best PS3 game I've played so far - I value it higher than CoD4 or Heavenly Sword. The best thing about Uncharted is fast pace and epic approach. Everyone who owns PS3 simply has to buy this game.


libellule said:
CLEANING BUMP !!!

why do you keep on posting this in every thread