richardhutnik said:
CGI-Quality said:
Recently though, PS3 versions of games look better incases, but run worse and 360 versions run better while looking identical or a tad worse. F1 is a prime example: it looks crisper on the 360 because of it's use of a different AA than the PS3, but has more screen tearing than the PS3 version.
Point is, while the ratio of better multiplats is still in favor of the 360 , the trend has changed a lot. It's more that the versions are pretty similar all around or have differences so minor, the majority of people won't care at all.
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Considering the PS3 is supposed to have the superior CPU, and the 360 the superior graphics processor, I am surpised it turns out this way. Does the memory architecture maybe have something to do with it?
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If you just compare the core GPU then 360 is better while PS3 has more powerful CPU.
However, on PS3 the design is such you're supposed to use the SPUs in addition to the GPU - effectively meaning the PS3 potential GPU capability is much higher than the default one on the RSX GPU. Also, developers should use the PS3s MLAA approach to AA not the default one on the RSX GPU.
Basically, properly coded for, the PS3 is a bit more powerful than the 360 and can support better AA - but it requires coding very specifically to the PS3 architecture - a'la Uncharted 2 or God of War 3 - and hence in most cases you don't see the PS3 properly exploited.
It's not a massive difference, though, and I'm sure the 360 can support better graphics than you see in a lot of titles for the very same reason - they are not fully optimized for the console. Reach for example looks very nice considering the big draw distance and enemy count (although personally, if I was Bungie i'd have cut these back a bit to remove any slowdown at all, which does occur a bit here and there - but hey, who am I to argue with them?)
Most multi titles have to strike a balance between exploiting the consoles and not being so specific to one they suffer performance issues on the other (FFXIII on 360 and Bayonetta on PS3 are good examples of this).
The recent rise in good PS3 multi titles is down to the PS3 SDK being much improved, making it easier for developers to use PS3 preferred AA, etc. and libraries rather than just coding for the default GPU which on its own as noted is weaker than 360 without the SPUs being added to the equation.
Also, many developers are coding on PS3 first then porting to 360, which produces more balanced results than going the other way around.
You'll still see plenty of multi titles look a tiny bit better on 360 though as many developers are still just coding for CPU/GPU dynamic or porting from 360 which isn't the way to go.