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Forums - Gaming - Splinter Cell Blacklist Performance Comparison – PS3/Xbox360/Wii U

curl-6 said:
dsgrue3 said:

Nope, I'm saying they needed to market an old game to a new audience so they had to do something to enhance it. The easiest way to accomplish the task is to simply throw more shit on screen because of the PS360 RAM limits. Then they can throw around PR speak. It's not dishonest, but it's not evidence of power...it's evidence of RAM. 

RAM is a component of a console's power. And RAM alone doesn't explain all the enhancements made. The GPU still needs to draw all the extra effects, higher fps, higher screen resolution, etc.

No it isn't, it's a memory component. That's like saying the battery in your car is a component of the power of its engine.

What enhancements? The OP says it runs at the same fps with lower resolution textures...



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dsgrue3 said:
curl-6 said:
dsgrue3 said:

Nope, I'm saying they needed to market an old game to a new audience so they had to do something to enhance it. The easiest way to accomplish the task is to simply throw more shit on screen because of the PS360 RAM limits. Then they can throw around PR speak. It's not dishonest, but it's not evidence of power...it's evidence of RAM. 

RAM is a component of a console's power. And RAM alone doesn't explain all the enhancements made. The GPU still needs to draw all the extra effects, higher fps, higher screen resolution, etc.

No it isn't, it's a memory component. That's like saying the battery in your car is a component of the power of its engine.

What enhancements? The OP says it runs at the same fps with lower resolution textures...

Inaccurate analogy. RAM allows consoles to do more than if they had less of it, which is what "power" means. The ability to do more.

I'm not talking about Splinter Cell. Trine 2 and Need for Speed, the ones confirmed to beyond PS360 capacity, made use of GPU enhancements over their 7th gen equivalents as well as RAM enhancements.



curl-6 said:
dsgrue3 said:

No it isn't, it's a memory component. That's like saying the battery in your car is a component of the power of its engine.

What enhancements? The OP says it runs at the same fps with lower resolution textures...

Inaccurate analogy. RAM allows consoles to do more than if they had less of it, which is what "power" means. The ability to do more.

I'm not talking about Splinter Cell. Trine 2 and Need for Speed, the ones confirmed to beyond PS360 capacity, made use of GPU enhancements over their 7th gne equivalents as well as RAM enhancements.

No, not at all. RAM allows you to hold more in memory at runtime, it has no impact upon computational power itself. 

Sounds like a baseless assertion. Find me a source where any dev has said the titles cannot run on PS360 due to GPU.



dsgrue3 said:
curl-6 said:
dsgrue3 said:

No it isn't, it's a memory component. That's like saying the battery in your car is a component of the power of its engine.

What enhancements? The OP says it runs at the same fps with lower resolution textures...

Inaccurate analogy. RAM allows consoles to do more than if they had less of it, which is what "power" means. The ability to do more.

I'm not talking about Splinter Cell. Trine 2 and Need for Speed, the ones confirmed to beyond PS360 capacity, made use of GPU enhancements over their 7th gne equivalents as well as RAM enhancements.

No, not at all. RAM allows you to hold more in memory at runtime, it has no impact upon computational power itself. 

Sounds like a baseless assertion. Find me a source where any dev has said the titles cannot run on PS360 due to GPU.

"Power" does not equal speed alone. It refers to the machine's ability to perform tasks; more RAM is crucial to this as without the memory to store more tasks, you can't do them.

Need for Speed ran at a higher framerate, coped better with alpha transparencies, and drew more reflections. GPU tasks.

http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-most-wanted-wii-u-face-off

Trine 2 ran at a higher screen resolution, had superior anti-aliasing, and more complex fluid shaders. GPU tasks.

http://www.eurogamer.net/articles/digitalfoundry-trine-2-face-off



ryuzaki57 said:
Mr Khan said:

Trophies are not a selling point, and Nintendo not implementing an achievement system is not a valid argument to be held against its multiplats.

I have to disagree. Trophycards/Gamercard have been flourishing those past years on the web : people do like trophies, it's an extra challenge that allow people to enjoy their games longer and more intensely. I think many gamers value that.

nothing stopping the developer form implementing their own trophies like other wii u games or the many smart phone games that have them lol.



 

 

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dsgrue3 said:
curl-6 said:
dsgrue3 said:

Nope, I'm saying they needed to market an old game to a new audience so they had to do something to enhance it. The easiest way to accomplish the task is to simply throw more shit on screen because of the PS360 RAM limits. Then they can throw around PR speak. It's not dishonest, but it's not evidence of power...it's evidence of RAM. 

RAM is a component of a console's power. And RAM alone doesn't explain all the enhancements made. The GPU still needs to draw all the extra effects, higher fps, higher screen resolution, etc.

No it isn't, it's a memory component. That's like saying the battery in your car is a component of the power of its engine.

What enhancements? The OP says it runs at the same fps with lower resolution textures...

Your mental gymnastics in this endeavor are downright fascinating.



Monster Hunter: pissing me off since 2010.

think-man said:
Good! now that Nintendo got an awesome port which is superior to other consoles I wanna see it SELL!! no excuses this time.

Everyone who owns a WiiU needs to prove that if you are good to the Nintendo fanbase they will be good to you.

Too late. It already bombed in the UK.



curl-6 said:
dsgrue3 said:

No, not at all. RAM allows you to hold more in memory at runtime, it has no impact upon computational power itself. 

Sounds like a baseless assertion. Find me a source where any dev has said the titles cannot run on PS360 due to GPU.

"Power" does not equal speed alone. It refers to the machine's ability to perform tasks; more RAM is crucial to this as without the memory to store more tasks, you can't do them.

Need for Speed ran at a higher framerate, coped better with alpha transparencies, and drew more reflections. GPU tasks.

http://www.eurogamer.net/articles/digitalfoundry-need-for-speed-most-wanted-wii-u-face-off

Trine 2 ran at a higher screen resolution, had superior anti-aliasing, and more complex fluid shaders. GPU tasks.

http://www.eurogamer.net/articles/digitalfoundry-trine-2-face-off

I said find me a source from a dev that says that titles cannot run on PS360. You gave me some digital foundry comparisons of games...which really doesn't support your position at all.

Need for Speed

"Undoubtedly the biggest disappointment with the Wii U release is the cut-down player count in online multiplayer, offering a maximum of six racers rather than the eight possible on other consoles. "

"Looking at a mixture of pre-race cinematics and intense city races, it's clear the Wii U version makes good on that promised 30FPS. Very good, in fact - rather than being bogged down by the extras, we're instead seeing a frame-rate that sticks to its target more diligently than either the PS3 or 360 versions. In each case, the worst hits to performance coincide with too many cars, physics-based action involving crashes, or excesses of on-screen alpha."

So they cut down on the number of cars to produce a better framerate. And this is your evidence for superiority? More like conceding inferiority.

Trine

"A look at the Wii U version of Trine 2 yields no unwanted surprises either - performance is a match for the 360 game with a straight line on our FPS graph showing a solid, sustained, consistent 30FPS update with no tearing in sight."

I'm totally baffled at this point. 



"Almost every quad-format Face-Off to date has unearthed compromises in the Wii U release which eclipses its advantages, and Splinter Cell: Blacklist doesn't buck this trend. Taken from an image resolution standpoint, the Wii U version is no doubt the reigning king of its domain, where unlike the Sony and Microsoft platform releases, it achieves a full 720p with v-sync always engaged. As a result, it's Nintendo's hardware that gives us the clearest and most integral image of the three, while the 360 and PS3 versions trail behind with sub-HD presentations, with the PlayStation 3 coming off as particularly blurry.

But there are gripes to consider before jumping in bed with the Wii U version. Most significant is the degradation in texture quality, the muddiness of which matches the 360 release without its HD texture pack install. Surfaces can look flat compared to the game running on PS3 and 360 with full installs, and the lack of any similar optional install on Nintendo's platform means pop-in flares up while in wide outdoors areas. Curiously, in terms of sheer playability, Sony's hardware achieves the most consistent frame-rates during combat, with 360 taking middle ground here, and the Wii U suffering from more regular dips to the low 20s, perhaps explaining the omission of split-screen gameplay.

All in all, Ubisoft Toronto's debut stealth-em-up has us talking in circles when tasked with pinning down one definitive version - accepting the PC version with tessellation, TXAA and higher-grade ambient occlusion as the obvious response. Looking purely at the console trio, there's no denying that tearing on PS3 and 360 is overbearing in this case, though these have been optimised with fast loading times, and higher quality assets missing from Wii U. The pristine presentation of this Wii U version is a major plus meanwhile, and extra GamePad features such as off-screen play and an intuitive grid system for selecting weapons are considerable, tangible pluses.

However, the Wii U's lower frame-rates, patience-testing loading screens and occasional freezing issues can't be ignored either, meaning we'd advise caution before buying this version. It feels rushed to market in these respects, and until a worthy patch arrives, the contest must be narrowed down to PS3 and 360 - a stalemate that itself can only be broken via your preference for either visual fidelity or performance."



*Reads article.... sigh* Dat FPS, shame as the WiiU version is the least smudgy looking console version. Though if Most Wanted could handle PCs hi res textures Im guessing its down to limitations with UE 2.5. PC version looks crisp as heck even in 720p



I predict that the Wii U will sell a total of 18 million units in its lifetime. 

The NX will be a 900p machine