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

Forums - Sony - Killzone 2 devs: PS3 easier to develop for than PS2

Pristine20 said:
makingmusic476 said:
I've seen other developers say this in the past.

With the ps2, however, they just put up and shut up, because they knew that's where they'd make all their money.

 

^this

^That, it's teh truth!

 



  • 2010 MUST Haves: WKC, Heavy Rain, GoWIII, Fable III, Mass Effect 2, Bayonetta, Darksiders, FFXIII, Alan Wake, No More Heroes 2, Fragile Dreams: FRotM, Trinity: SoZ, BFBC2.
  • Older Need To Buys: Super Mario Bros. Wii, Mario Kart Wii, Deadspace, Demon's Souls, Uncharted 2.

There is definitely more to list that I want, but that's my main focus there.

Around the Network
MikeB said:
colonelstubbs said:
I dont know who to believe!

Just believe those who create the best PS3 games, I think so much is obvious.

So IMO believe the Killzone 2 devs or the people behind LittleBigPlanet, a very creative product:

"It’s just a really enjoyable machine to code for." I believe this gives some insight on why some others may struggle:

"We went multiprocessor from the beginning, went multicore, and not having legacy code to hamper that code was such a blessing."

Second opinions:

- Tecmo (Itagaki): "I don't think that developing for the PS3 is hard at all." Fair point

- Capcom producer on porting from PC centric games: "The PS3 is often said to be more difficult. As someone developing for it, though... I haven't found it to be too tough." Sure not too tough...just a little

- Terminal Reality: "We’ve found that writing for the PS3 first and then porting to the 360 and PC is a much simpler and more efficient procedure" No s*it sherlock. 360 and PC can easily port PS3 lead development games than the other way around. Burnout and Mirrors Edge being good examples.

- Volatile Games: "At the end of the day it's just a multi-processor architecture. If you can get something running on eight threads of a PC CPU, you can get it running on eight processors on a PS3 - it's not massively different." Coming from the greatest of game developers. Yes more Barbie and SpongeBob SquarePants please!

- Ubisoft's Tiwak studio: "It's wrong to say it's harder to code on the PlayStation 3, it's just something that needs to be learned" How diplomatic of Ubisoft...

- Crytek: "People always say the PS3 is a bitch to work on [laughs], but it's not actually." Can't argue with that. After all they have created the most advanced graphics engine on the PC so I guess the consoles are kids toys for them.

Also read through some of the links below and Insomniac tech sheets.

Basically the PS3 is said not to be hard to develop for when you start out from scratch or have a modern multi-threaded gaming engine and competent developers. You may get into trouble if you rely too much on Microsoft technology (and Sony of course isn't Microsoft) or if you have an outdated gaming engine and not enough talent amongst your team to modernize the gaming engine. Or of course if you are using outdated middleware.

 

 

 

 



**Slash** said:
@snyperdud and Dgc1808

Killzone 2 came out nearly 4 years (3 years and 9 months) after the cgi demo was shown. Then adding the time to actually make that cgi movie and to come up with the ideas for it, the whole pre-production time.

So from the first drawing on paper to the final release, i still say 5 years of production time

 

They didn't start on it till they finished killzone liberation. Why do you think the CGI trailer looks so much like killzone 1 ? they didn't even make it.



Check out my game about moles ^

plus wouldn't the development only have started when the ps3 got released



Initiating social expirement #928719281

A cross platform PC centric gaming engine which had issues initially was Emergent's Gamebryo Element engine (Oblivion and Fallout games use this, the quoted comment below is from a Gamasutra interview with the technical director)

"faced with the problem of converting our mostly single-threaded engine"

So on the PC they probably only took advantage of dual core processors. One core running mostly the host OS and another running mostly the game. Owning a quad core PC during the pre-PS3 era would not yield gains for mostly single-threaded game engines.

To take good advantage of modern PCs and the PS3, this gaming engines would have needed an overhaul (and probably they have significantly modernized this technology since).



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales

Around the Network

@Mikeb - Don't forget the 360 CPU takes advantage of multicore and multithreaded programming too, it's not just the PC and PS3 that benefit.



slowmo said:
@Mikeb - Don't forget the 360 CPU takes advantage of multicore and multithreaded programming too, it's not just the PC and PS3 that benefit.

Sure the 360 benefits as well, but the gains are larger for the PS3 and future many-core PCs. When developers adopt Sony recommened coding practices though this results in gains on the 360 as well.

Ninja Theory developer: "Using PS3 as a 'lead platform' is the right thing to do if you are going to make a game that has to run on 360 and PS3. The reason is very simple: on PS3 designing your data structure in the proper way is paramount to achieve decent performance (and to scale up..), while your PS3 friendly data will be also 360 friendly data in the vast majority of cases.

This is a big win cause you will definitely be able to get the most from BOTH platforms."

Eidos developer:


"asset-wise 360 was around first, so we made stuff keeping the 360 in mind first."

"Secondly, the matters of multithreading policies, the whole job queue architecture, encapsulation of jobs and their corresponding data packets, etc. that work on the PS3 are indeed more than applicable of the 360/PC. And as I've mentioned before, they work better than anything and everything that Microsoft recommends (so far without exception for us)."

A PC/360 developer responded to an Insomniac presentation (developer for the PC/360 game Prey):

"Sure you can just about get away with bad code now on the 360"

"Regardless of managed memory or cached memory, the concepts and methods Mike has presented is highly portable. In the case of cached memory, that method results in optimized cache locality and cache utilization (something extremely important when multiple threads are sharing L1 on a single core, and multiple cores are sharing L2), and a predictable way to optimally prefetch. Good data locality, minimal sync points, branch elimination, and vectorization are all required to be able to extract great performance out of the 360 as well."

 



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales

Some relevant Insomniac quotes:


"Isn't it harder to program for the SPUs?
No."

"But isn't programming for the SPUs different?
The SPU is not a magical beast only tamed by wizards.
It's just a CPU
Get your feet wet. Code something.


Conclusions

* It's not that complicated.
* Good data and good design works well on the SPUs (and will work well anywhere)‏
-Sometimes you can get away with bad design and bad data on other platforms
-...for now. Bad design will not survive this generation.
*Lots of opportunities for optimization.


http://www.insomniacgames.com/tech/articles/0208/files/insomniac_spu_programming_gdc08.ppt



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales

Well, sony owns them, so no doubt they'd say that. But on the other hand, sony owns them so ofc sony will tell them how to use the cell : P

But giving COD4 as an example, they said they didn't have any probs with the ps3, and neither did DICE with ME.



Prosperity is right around the corner...

That old Great Depression era saying is always on my mind, when people start talking about programming for multi-core processors. Problem is, I plan to jump the the next xbox, on launch day, if it's B/C, so alot of these points are so easily over come by events with the next iteration of consoles.



"...You can't kill ideas with a sword, and you can't sink belief structures with a broadside. You defeat them by making them change..."

- From By Schism Rent Asunder