I hope you realise that this is just a wall of nonsense since you're using ... ports. Which, for now, allways have been better on the console it was first developed for.

I hope you realise that this is just a wall of nonsense since you're using ... ports. Which, for now, allways have been better on the console it was first developed for.

I thought GTA looked and ran better on the PS3. Anyway, this thread must be true because Squillam said it, Starcraft agreed, and I read it on the Internet.
Thanks for the input, Jeff.
| dbot said: I thought GTA looked and ran better on the PS3. Anyway, this thread must be true because Squillam said it, Starcraft agreed, and I read it on the Internet. |
you are completely right I couldn't fathom any bias at all for the 360 by anyone in this thread.
Can love bloom on the battlefield? Proud supporter of this gen!!!

Squilliam said:
Games get better for several different reasons. *Just quickly* Developers can learn to gain the most visual impact by expending resources where they count the most. I.E If we sacrifice One unit of A and get two units of B we get a better looking game. The depth of field effect is a prime example - they sacfrifice far off detail for close in detail where people are paying closer attention. They can also take advantage of better tools and techniques so that they can get the game out faster while giving them more time to tweak the little things. I.E The engine is already 80% right for this game, they can spend 3000 man hours working on their streaming engine so they can get better texture effects. But by now the games companies have had 3-4 years working with both Consoles so 85% of what if possible (Just roughly) on both consoles has been done already or will be done in games coming out in the next 6 months.
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I guess that is where your argument fails....
As you say here, the quality of the finished product is based on the Man hours put into the engine. This means that as far as multiplatform titles are concerned, the performance of the engine is limited by the budget and it has nothing to do with the true performance capabilities of the systems.
Since it is harder to programme for the PS3 then it suffers more from this constraint and hence you can prove nothing with only comparing the two titles you selected...
Fact is that an engine that takes advantage 100% of the PS3 power is not yet available and there is no way of knowing how this would perform. No one knows yet, but if i had a guess I would say it is much more likely that the 360 is closer to the top if its capabilities than the PS3
PSN ID: T_Gears
End of 2009 ltd sales:
Wii = 67-68m
X360 = 38-39m
PS3 = 34-35m
Prediction: The PS3 will surpass the 360 on weekly sales after it drops to $299 on all regular weeks (no big releases).
| davygee said: You base your findings on games that were developed for the Xbox 360 and then ported to the PS3. We are now in the process of seeing games being initially developed on the PS3 and then ported to the 360, we have seen this happening with Burnout Paradise. The PS3 version is better. And there are a few games in development at the moment that are being developed primarily on the PS3, being Dead Space amongst others. Once these games come out, then we can make proper comparisons. Also what about a few games that are and have come out later and are better on the PS3 like Oblivion and going by reports Bioshock. |
http://kotaku.com/5025229/carmack-talks-from-idea-to-mac-gaming-and-ps3-programming
John Carmack – Doom/Quake fame talks about how he approaches the PS3 architecture. From 1.18 remaining on the first video. He is one of the best engine developers in the game, and he is also very respected.
Here you go, just for you. John Carmack on developing his Rage engine on the different platforms. Its from my notes.
http://forum.beyond3d.com/showpost.php?p=1192598&postcount=707
You're not as far off as you think
Sony's first question now to any publisher is "Is your game at parity with the 360 version". That is their #1 concern, and they make no hesitation in letting you know it, and publishers make no hesitation in repeatedly reminding developers of it. If you're PS3 version isn't at parity, then you run the risk of being not approved by Sony and canceled on PS3.
The big guns like GTA4 of course play by a different rule book, they can ship a PS3 version with lesser frame rate, no aa, lower rez and orange tint. And of course, Sony themselves can release games that render at 1024x512. For the rest of us though, we have to explain every difference from the 360 version to Sony. You then either have to fix/add it on PS3, strip it from 360, or flex some studio muscle and hope Sony backs down.
Point being, impressing publishers with your PS3 abilities has now become somewhat more important than before. They don't want to be stuck funding a PS3 version of a game that may not be approved in the end due to deficiencies compared to the 360 version. For developers, when you are at a show like E3, it's not only about impressing the media. It's about impressing every publisher on the show floor. That's because a competing publisher today could become your publisher tomorrow.
*Just a developers commentry on some of these issues*
http://forum.beyond3d.com/showpost.php?p=1192838&postcount=727
*Another developer - MikeB has used his words in the past*
Joker again - http://forum.beyond3d.com/showpost.php?p=1193017&postcount=740
People also used to live without air conditioning and ride a donkey to the market, doesn't mean I have to
If I can get my job done easier, faster, and more efficiently doing X, or using Y, then I'm gonna do it. Like on the new 360 Pix, apparently you can edit shader code on the fly and rerun it, time it, see the results, rinse and repeat, all in pix. I haven't tried it yet, but I've heard that's how it works. Now, that is just too damn cool and useful for me not to use.
But yeah you are right, I could "tough it out", be hardcore, and stick to the PS3 way where I'd:
1) compile and run
2) setup the scene
3) run replay, capture and time
4) see the results
5) tweak the shader
6) go back to step 1
I could do that a few dozen times a day. Or...I could get a 360 dev kit again and just do it all in pix. Hmmmmmmm.....tough call eh? I'm sure there are some masochists out there that would prefer to tough it out. Me, I think I'll be asking for a 360 dev kit again once this project is done. Oddly, I'm finding out that a 360 dev kit is one of the better PS3 development tools.
There you go - some more stuff! xD
Tease.
| Squilliam said: Playstation 3 |
Didn't you know its all cause of lazy developers?
As soon has a developer starts working on the PS3 version they go lazy.. its a proven fact!
Proud Member of GAIBoWS (Gamers Against Irrational Bans of Weezy & Squilliam)

ooookay?
"Dr. Tenma, according to you, lives are equal. That's why I live today. But you must have realised it by now...the only thing people are equal in is death"---Johann Liebert (MONSTER)
"WAR is a racket. It always has been.
It is possibly the oldest, easily the most profitable, surely the most vicious. It is the only one international in scope. It is the only one in which the profits are reckoned in dollars and the losses in lives"---Maj. Gen. Smedley Butler
Try comparing Killzone 2 to Gears 2. I mean just for fun.
| z101 said: But the Xbox-GTA4 has terrible tearing and the PS3-Version not? Right? |
umh.. gta4 on ps3 runs on a low res and a low framerate..
jrix said:
umh.. gta4 on ps3 runs on a low res and a low framerate.. |
The 360 version has this horrible dithered shadowing on everything. I've seen it on the PS3 version, but not often and the PS3 version looks nicer down to the tones used in the textures and lighting.
Prediction (June 12th 2017)
Permanent pricedrop for both PS4 Slim and PS4 Pro in October.
PS4 Slim $249 (October 2017)
PS4 Pro $349 (October 2017)