I haven't noticed anything like this. Other than minor framerate issues (duh, the game is massive).
I haven't noticed anything like this. Other than minor framerate issues (duh, the game is massive).
Uhm, don't blame the port. Ever played Elder Scrolls games? A bugfest on every platform.
it's not that... Bethesda had months to port over Oblivion to the PS3... This is an engine that they have been tuning for the 360 and PC for probably 2 years longer than the PS3... it would probably have been better for PS3 owners if they would have held this off a few months.
Impulsivity said:
Basically what Sony did is provide a powerful scaleable system with no net. There are very few presets and a lot of the code has to be custom. That means no, devs can't just plug in the stuff they were using when they were making games that run on one pentiun 2 back in 1995 and expect it to work well. Very complex processes like parallel processing need to be encompased to get good performance and a quality title. On the other hand the 360 is more or less like porting a game to a PC with inferior hardware (not the WORST hardware like an EeePC or something, more like what was current about 4 or 5 years ago at the high end). The 360 was designed with that in mind in fact. It uses the same direct X architecture and the same shortcuts that come with it. It doesn't take a whole bunch of custom coding and there isn't a lot to dealing with the processors. At first it seems like MS made the right choice, but there are a few big advantages to Open GL and giving the developer more control. The first is that, while it makes it harder for bad code made by unskilled programing teams (back to the no net point) because you can't just slog through it and get something decent like you can with Direct X, there is a big gain to capacity and performance for those who know what they're doing. If a dev team actually uses the full 8 processors in parallel effectively they can create graphics and game enviornments on par with much more current PCs. A great example of this is Metal Gear solid where the 8 cores were used very effectively and the results were amazing. It is unlikely that MGS4 is anywhere near the peak, when you have 8 processors the only real limitations is how efficient your code is. Another advantage is in customization. While not having a lot of options is great for reaching a consistantly decent level of performance it is at the same time a cap on whats possible. Yes the PS3 being more complex does lead to some bad ports, but it also leads to games that would be more or less impossible on the 360, largely due to the more complex (and more powerful) PS3 architecture. It's all in the developers ability level and whether they choose to get more familiar with the hardware. The system though, is not very good for porting things, Ill admit that freely. It works FAR better when the PS3 is the primary console for the game since so many decisions (as to the games scale, the games code ect) are dependent on that. Knowing MGS4 was PS3 only freed Kojima from a lot of considerations that have bogged down releases like GTA4 (limited draw distance, worse textures ect) when they decided to go multiplat. |
Not another 8 processor person... jeez... the PS3 has a single 3.2ghz PowerPC processor with 8SPEs... 1 SPE is redundancy and another is used for the OS... that leaves 1 3.2ghz PPC CPU and 6SPEs... the SPEs don't necessarily run at 3.2ghz either. The processor's ability to stream HD video is amazing... it's ability as a game CPU is not so much. This doesn't even take into account that no one really knows what they are doing with parrellel processing on a CPU and then add in SPEs and you've got a mess. The PS3 is a powerful console, but it doesn't have a leg up on the 360... and the 360 doesn't hold it back. And try to remember that the 360 version of GTA4 was finished long before the PS3 version... that wasn't even running at 720p mite I add. I don't want to come off sounding like a fanboy dispite my lack of multipul console ownership(I'm poor right now), but constant crap like this from fanboys is really annoying... and I can't help myself... I probalby should just go play around Kotaku :p
Am all for the Community School by Kojima Idea. Inzomniac, Naughty Dog, and level-5 staff members should also teach.
4 ≈ One
hmmm, i didnt saw most of what you describe..some issues with the game? yes there are. But oblivion had too, many actually even in the superior PS3 version (which is worst than the PC version, i have played both versions).
Its not horrific, but the developers could use few tips from Kojima ;)
Cthulhu said: hmmm, i didnt saw most of what you describe..some issues with the game? yes there are. But oblivion had too, many actually even in the superior PS3 version (which is worst than the PC version, i have played both versions). Its not horrific, but the developers could use few tips from Kojima ;) |
The world is just to big... there are to many variables... it's just not feasable to test all that... they fix the really bad ones but the little ones are just to much... when you have 3 million people doing crazy stuff with your game they are going to find bugs that you didn't.
Cthulhu said: hmmm, i didnt saw most of what you describe..some issues with the game? yes there are. But oblivion had too, many actually even in the superior PS3 version (which is worst than the PC version, i have played both versions). Its not horrific, but the developers could use few tips from Kojima ;) |
The PC version in most cases is better, that's out of the question...
Bold Part: Exactly, it's incredible that 3rd party studios like Kojima Productions, Level-5 or Insomniac (not to mention Sony's 1st party like Polyphony, ICO and Naughty Dog) can do amazing things on the PS3 (And Insomniac release every year) and other devs can't do it, they definetly should share tips...
The only problem I had was the freezing when friends signed in. Turned the notification off and ain't had any others since then.