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Forums - Gaming - PS3 Ghostbusters is NOT 75% of the Xbox resolution!!!!!!!!!

@darth

if this game doesn't sell. they will lose money. and they will have to make cuts. so will they cut the ps3 devs or the 360 devs?



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Hawk said:
Boutros said:
dsister44 said:
Ok, tell all your friends not to buy this game. do you think they will make any more ps3 games?

It's not better if we support bad games...

You already know it will be bad?

And I think if you make it so that they don't make any money off of the PS3, that would more give them reason to support the PS3 less.

Well...let's say broken games.



@dsister

PS3 devs, but the problem is

most people won't even know about this, so it will still sell well

I can only warn so many people :(



All hail the KING, Andrespetmonkey

dbot said:
hduser said:
dbot said:
hduser said:
Well I figured this would happen. When I first saw the specs of the PS3, I thought 256MB main memory would be a limiting factor someday even though the overhead for the OS than a typical windows OS. Sony should have ponied up to 512MB.

Really?  Explain Uncharted, MGS4, Killzone 2, GT5P, etc

You get where I'm going with this?

They're all great games.  I played all of the except for GT5P.  But sometimes I get the feeling that the levels are small because they won't fit into main memory easily or have to be streamed in from the hard drive or bluray thus you get a stutter when you progress to the next mini sublevel.  I don't know this for a fact, it could be just a limitation of the engine or design consideration.  But the levels feels compartmentalized.

The stutter you get in Killzone 2 is there because there are no loading screens.  I don't recall any stutter or loading screens at all in Uncharted.  The multiplatform games have the same level size and loading screens, some of these on the PS3 require installs but that is a limitation of the Blu-ray speed, not memory size.  As it has been pointed out numerous times, the PS3 has 512 of memory as well.  The only difference is 256 of it is extremely fast and dedicated to the GPU.  The 360 uses a unified memory approach similar to the approach used in cheaper pcs/laptops.

I wouldn't denegrate the 360's approach to memory since it is a consumer device that's meant to be low in cost.  You can still maximize the memory thats not being used by the GPU.  Yes, since it's unified, you do have to share bus cycles between CPU and GPU.

In multiplatform games, the games should be simlar in look and size but you wonder if any sacrifices had to be made for each implementation of it which is the main point of this thread that the PS3 doesn't look like the 360 version.  Why? it seems like main memory is the culprit.

I'm not saying you can't make great games with this limitaion as you cite Uncharted, MGS4 or KZ2.  But you can ask yourself how much better the games could have been if the designers had more memory.  Last I heard the Sony OS footprint is 90MB out of the 256MB, that's a large chunk of overhead.  If you had a unified memory approach, you can allocate more memory of instead of being fixed 256MB.  I hope someone can quote the 360 OS footprint for comparison sakes.



We get it the PS3 version looks like shit. But notice how we've had like 5 threads on this Vs. like one thread about how Prototype looks significantly better on PS3?

360 fans aren't just beating a dead horse they are beating it mutilating its corpse and spitting on its grave.

With games like Uncharted, KZ2 and GT5P already spinning away some of the greatest graphics ever seen, PS3 fans aren't worried about the PS3's performance. We're worried about developers who don't have enough programming skill or the will to make PS3 games look as good as they can.



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hduser said:
dbot said:

I wouldn't denegrate the 360's approach to memory since it is a consumer device that's meant to be low in cost.  You can still maximize the memory thats not being used by the GPU.  Yes, since it's unified, you do have to share bus cycles between CPU and GPU.

In multiplatform games, the games should be simlar in look and size but you wonder if any sacrifices had to be made for each implementation of it which is the main point of this thread that the PS3 doesn't look like the 360 version.  Why? it seems like main memory is the culprit.

I'm not saying you can't make great games with this limitaion as you cite Uncharted, MGS4 or KZ2.  But you can ask yourself how much better the games could have been if the designers had more memory.  Last I heard the Sony OS footprint is 90MB out of the 256MB, that's a large chunk of overhead.  If you had a unified memory approach, you can allocate more memory of instead of being fixed 256MB.  I hope someone can quote the 360 OS footprint for comparison sakes.

I wasn't denigrating the 360, I was just pointing out that the 360 uses an approach similar to a low end pc.  Most gaming pcs use a split ram/gpu model for memory similar to the PS3.  

Since I haven't seen games like Uncharted, MGS4, or KZ2 on any other systems, I would say there is no memory limitation.  

Can we leave the technical debates for another thread?



Thanks for the input, Jeff.

 

 

I WILL NEVER BUY ANOTHER GHOSTBUSTERS PRODUCT AS LONG AS I LIVE!

(thelastghostbustersproductigotwaswheiwaslike4yearsold...)



Garamond said:
I WILL NEVER BUY ANOTHER GHOSTBUSTERS PRODUCT AS LONG AS I LIVE!

(thelastghostbustersproductigotwaswheiwaslike4yearsold...)

Let's just face facts, this is inexcusable. The PS3 is more than capable of displaying this game at the same level as the 360.



-- Nothing is nicer than seeing your PS3 on an HDTV through an HDMI cable for the first time.

(PS3 dude playing Ghostbusters)

PS3 dude: "I ain't afraid of no ghost!"


(360 dude looks at over)

360 dude: "That's because they're blurry and low res."


Yeah, yeah, yeah, yeah....

Bustin' makes me feel good :)



Any one actually played both of the releases or just being played



 

 assumption is the mother of all f**k ups