By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - Exclusives hurt Gamers and Developers

Fishie said:

Almost all of em.

 

Boom Blox is a really nice example of a third party game performing way below expectations.

Then we have stuff like Zack and Wiki, Monkeyball, Rayman Raving Rabbits 2(lacking the launch window advantage) etcetera.

 

What the hell?  Every game you listed has exceeded developer expectations so far.  Do you just make stuff up to try and piss people off?

 



Around the Network
Nidan said:
TheRealMafoo said:
Nidan said:



I disagree that GeOW and MSG4 couldnt looks as impresive if made for the Xbox360.

And this is why you made this post. If you didn't think they could look as impressive, you would agree Exclusives have there place.

I will be very generic, and take the consoles out of the equation. Let's say I gave you a set of tools to build a house. In one set I gave a miter saw to, and in the other I gave a plainer.

If I told the two crews to build me the best house they can, where they both look identical, they woudl each build a worse house then if I said "use all the tools at your disposal, and build me the best house".

Same applies with video games.

But my thinking is both of them are 10" circular saws, but just different brands.  The RPM/ power consumption/ shape / materials used / copper wire thickness etc are different, but they effectively perform the same function, but here we have a scenario where we have the buy the blade which goes with the saw.

A plainer and a miter saw have completly different functions

 

 

 

The floating point math in the PS3 is over 10 times faster then the floating point math in the 360. The size of the media is diferent in each. The speed of the media is different in each. The PS3 grantees a hard drive. The 360 does not. The 360 has 512 meg of ram to use however you like, the PS3 limits 256 for video and 256 for main memory.

In no way are the tools avaialble on these two boxes the same.



TheRealMafoo said:
Nidan said:
TheRealMafoo said:
Nidan said:



I disagree that GeOW and MSG4 couldnt looks as impresive if made for the Xbox360.

And this is why you made this post. If you didn't think they could look as impressive, you would agree Exclusives have there place.

I will be very generic, and take the consoles out of the equation. Let's say I gave you a set of tools to build a house. In one set I gave a miter saw to, and in the other I gave a plainer.

If I told the two crews to build me the best house they can, where they both look identical, they woudl each build a worse house then if I said "use all the tools at your disposal, and build me the best house".

Same applies with video games.

But my thinking is both of them are 10" circular saws, but just different brands.  The RPM/ power consumption/ shape / materials used / copper wire thickness etc are different, but they effectively perform the same function, but here we have a scenario where we have the buy the blade which goes with the saw.

A plainer and a miter saw have completly different functions

 

 

 

The floating point math in the PS3 is over 10 times faster then the floating point math in the 360. The size of the media is diferent in each. The speed of the media is different in each. The PS3 grantees a hard drive. The 360 does not. The 360 has 512 meg of ram to use however you like, the PS3 limits 256 for video and 256 for main memory.

In no way are the tools avaialble on these two boxes the same.

Yes, and the 2 saws are different, one uses steel with 10x more silicon, while the other uses lower grade steel but a lot more of it and is heavier but they both still are a 10" saw.


There is no reason why middleware developers or engineer develops CANNOT make optimizations of each system in the same way that Intel has MMX, HT optimisation or Amd 3Dnow optimisations. The issue is that currently, developers are still looking at ways of getting the best performance out of both systems

Middleware does just that " it allows the developers to make games independant of if it is an Xbox or a PS.



Predictions JAN 08

2008 PS3-19.5M(actual 19.5) XBOX360-23M(actual 27.5) Wii - 37M(actual 45.8M)

End of 2009 PS3-27 25M XBOX360-30 35M Wii - 48 63M (revised DEC 08)

Price Point
Mid 2008 Wii $250 Xbox360$249 Xbox360(HDD)$299 PS3 $399

Mid 2009 Wii $189 Xbox360$199 Xbox360(HDD)$249 PS3 $339

Mid 2010 Wii $ 149 Xbox360$159 Xbox360(HDD)$199 PS3 $289

Nidan said

Yes, and the 2 saws are different, one uses steel with 10x more silicon, while the other uses lower grade steel but a lot more of it and is heavier but they both still are a 10" saw.


There is no reason why middleware developers or engineer develops CANNOT make optimizations of each system in the same way that Intel has MMX, HT optimisation or Amd 3Dnow optimisations. The issue is that currently, developers are still looking at ways of getting the best performance out of both systems

Middleware does just that " it allows the developers to make games independant of if it is an Xbox or a PS.

 

lol. Middleware can not manufacture performance. If that was the case, we would never need new hardware, just better software.

If someone writes a game that, fully optimized, takes advantage of all the floating point power of the PS3, there is nothing in the world that can be done with the 360 to duplicate it. It's imposable.

If someone were to write a game that was better because of that floating point math, that game would be less of a game if it was multi-plat.

Sorry, but the diferences between the PS3 and the 360 are greater then diferent manufatures of the same tools. They have very diferent arcatecturs, that lend themselves to be very good at diferent things.



As others have said, I think exclusives are better because they are then able to take full advantage of the hardware for which they are being made. Very few multiplat games do this, one example being the ps3 port of Oblivion, which took a whole extra year to come out.

If Kameo was designed with both systems in mind, would the textures have looked near as good? No. If MGS4 or Killzone 2 were designed with both systems in mind, would you still have the same crazy amount of effects going on? No.

Look at it this way: You have two pieces of wood. One has a star shaped hole in the middle, and one has a square shaped hole in the middle. Both holes have the same area, but are entirely different shapes. Now let's say you have another piece of wood that you must fit into one or both of the wholes. If you make it star shaped, it will fill up the first hole perfectly. If you make it square shaped, it would fill up the second hole perfectly, and it would be the same area of that which was star shaped.

However, if you were to try to make it able to fit in both wholes, you would have to cut corners from both shapes, making each far smaller than they could've been.



Around the Network
TheRealMafoo said:
Nidan said

Yes, and the 2 saws are different, one uses steel with 10x more silicon, while the other uses lower grade steel but a lot more of it and is heavier but they both still are a 10" saw.


There is no reason why middleware developers or engineer develops CANNOT make optimizations of each system in the same way that Intel has MMX, HT optimisation or Amd 3Dnow optimisations. The issue is that currently, developers are still looking at ways of getting the best performance out of both systems

Middleware does just that " it allows the developers to make games independant of if it is an Xbox or a PS.

 

lol. Middleware can not manufacture performance. If that was the case, we would never need new hardware, just better software.

If someone writes a game that, fully optimized, takes advantage of all the floating point power of the PS3, there is nothing in the world that can be done with the 360 to duplicate it. It's imposable.

If someone were to write a game that was better because of that floating point math, that game would be less of a game if it was multi-plat.

Sorry, but the diferences between the PS3 and the 360 are greater then diferent manufatures of the same tools. They have very diferent arcatecturs, that lend themselves to be very good at diferent things.

No, what i am saying is this. using the pre-processor directive, they can have optimisations in the code like this


Somelighting_technique(){
#IF PS3
Do some lighting technique using PS3 capabilities
#ENDIF

#IF XBOX360
Do the same lighting technique but using the XBOX 360 Capabilities
#ENDIF
}


Now apply this to some marker or object in the world builder and BAM the artists and designers no nothing about how this technique works, they apply it in the same method in their builder, and at compile time they choose either the XBox or PS3.

This technique can use the best known capabilities for each system, but still leave room for one to outperform the other.

Now, lets say we find a different method to do the same lighting technique on the PS3 which makes it run better, then they update the technique, but the calls remain the same, the xbox remains the same, but the ps3 uses the optimised functionility

Somelighting_technique(){
#IF PS3
Do some lighting technique using PS3 capabilities using the new transfromation method x dot product.
#ENDIF

#IF XBOX360
Do the same lighting technique but using the XBOX 360 Capabilities
#ENDIF
}

now its more optimised for the PS3 and not the Xbox360. The PS3 design hasnt pushed developers to abandon existing mathamatical techniques to do the same function, instead it pushed them to farm it off into a SPE etc.

Obviously it is hard to achieve this in first year or second year releases, however as the systems become known, and the developers have fully understood the hardware, these optimisations become easier to employ. Just look at epics engine, which is used on the PS3 and Xbox360. Gears of war2 has had alot of optimisations over Gears of war1, im sure they have put alot of specific optimiations into the PS3 also. Its the same engine and same tools.



Predictions JAN 08

2008 PS3-19.5M(actual 19.5) XBOX360-23M(actual 27.5) Wii - 37M(actual 45.8M)

End of 2009 PS3-27 25M XBOX360-30 35M Wii - 48 63M (revised DEC 08)

Price Point
Mid 2008 Wii $250 Xbox360$249 Xbox360(HDD)$299 PS3 $399

Mid 2009 Wii $189 Xbox360$199 Xbox360(HDD)$249 PS3 $339

Mid 2010 Wii $ 149 Xbox360$159 Xbox360(HDD)$199 PS3 $289

Nidan said:
TheRealMafoo said:
Nidan said

Yes, and the 2 saws are different, one uses steel with 10x more silicon, while the other uses lower grade steel but a lot more of it and is heavier but they both still are a 10" saw.


There is no reason why middleware developers or engineer develops CANNOT make optimizations of each system in the same way that Intel has MMX, HT optimisation or Amd 3Dnow optimisations. The issue is that currently, developers are still looking at ways of getting the best performance out of both systems

Middleware does just that " it allows the developers to make games independant of if it is an Xbox or a PS.

 

lol. Middleware can not manufacture performance. If that was the case, we would never need new hardware, just better software.

If someone writes a game that, fully optimized, takes advantage of all the floating point power of the PS3, there is nothing in the world that can be done with the 360 to duplicate it. It's imposable.

If someone were to write a game that was better because of that floating point math, that game would be less of a game if it was multi-plat.

Sorry, but the diferences between the PS3 and the 360 are greater then diferent manufatures of the same tools. They have very diferent arcatecturs, that lend themselves to be very good at diferent things.

No, what i am saying is this. using the pre-processor directive, they can have optimisations in the code like this


Somelighting_technique(){
#IF PS3
Do some lighting technique using PS3 capabilities
#ENDIF

#IF XBOX360
Do the same lighting technique but using the XBOX 360 Capabilities
#ENDIF
}


Now apply this to some marker or object in the world builder and BAM the artists and designers no nothing about how this technique works, they apply it in the same method in their builder, and at compile time they choose either the XBox or PS3.

This technique can use the best known capabilities for each system, but still leave room for one to outperform the other.

Now, lets say we find a different method to do the same lighting technique on the PS3 which makes it run better, then they update the technique, but the calls remain the same, the xbox remains the same, but the ps3 uses the optimised functionility

Somelighting_technique(){
#IF PS3
Do some lighting technique using PS3 capabilities using the new transfromation method x dot product.
#ENDIF

#IF XBOX360
Do the same lighting technique but using the XBOX 360 Capabilities
#ENDIF
}

now its more optimised for the PS3 and not the Xbox360. The PS3 design hasnt pushed developers to abandon existing mathamatical techniques to do the same function, instead it pushed them to farm it off into a SPE etc.

 

Well, it's not that simple, but let's say that it was. If you did that for a game like, Uncharted, you would have a game on the PS3 that looks a lot better then the same game on the 360. No one wants that. Microsoft doesn't, and the game manufacturers don't want it.

So, what you would get, was a game that looked like the 360 version on both platforms, and we would have never had the Uncharted we all know today.

I don't want to live in that world :)



to give a demonstration of what I mean, here is the PS3 using the SPU's to offset a lot of graphical work that the GPU normally does. There is no real good alternative for this on the 360, so if you wanted to do something like this on the PS3, and then make the same game on the 360, what do you sacrifice? the number of objects or the quality of each object?

either way, you end up with a different user experience.

http://www.youtube.com/watch?v=9O2YWumQNas



Correction. Exclusives are good and bad for gamers. Exclusives are a risk for developers.



Simply I dont believe in a million years that the capability of the PS3 is better than the xbox360 (Oh no, please no flame war)

Maybe I would say the capabilities are within 10% of each other!!! So who cares about 10%, do we even see it, does it detract from the gameplay?

Returning to my first post, developers who would rely on 10% better preformance to sell there game may want to go exclusive. But even that financially doesnt stack up when MS and Sony will be so close in userbase uptil 2010.

10% better preformance for a 50% smaller userbase doesnt add up.

Secondly for people who want better preformace from their games, well you should head towards PC, if it matters that much

 



Predictions JAN 08

2008 PS3-19.5M(actual 19.5) XBOX360-23M(actual 27.5) Wii - 37M(actual 45.8M)

End of 2009 PS3-27 25M XBOX360-30 35M Wii - 48 63M (revised DEC 08)

Price Point
Mid 2008 Wii $250 Xbox360$249 Xbox360(HDD)$299 PS3 $399

Mid 2009 Wii $189 Xbox360$199 Xbox360(HDD)$249 PS3 $339

Mid 2010 Wii $ 149 Xbox360$159 Xbox360(HDD)$199 PS3 $289