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Carmack explains development issues with Rage on PS3, PC

Posted Aug 14, 2011 at 2:48PM EST by Karl B.

Listed in: News Tags: id Software, John Carmack, rage
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rage-logo

 

We've already heard a developer complain about the PS3's memory issues before, but no real explanation was given as to why it was such a bug headache. id Software's John Carmack, however, has delved deeper into why the PS3 version of Rage was a bit tougher to put together compared to the PC and Xbox 360 versions.

 

In an interview with gaming and geek culture site Unwinnable, Carmack explained that Rage was "dominated" by the trade-offs they had to make for the console versions. Although they didn't have to resort to a radically different approach for Rage's PS3 version, it was "in some ways, the long pole there".

 

"They are close, the PS3 and the Xbox 360," he said. "You don’t have to do radically different things, but the memory is a little tighter on the PS3 because it is segmented and Sony takes a little bit more off the top for their guide overhead than Microsoft does. There is no doubt that decisions had to be based around what would work well on the consoles."

 

Carmack also noted, however, that all three platforms had issues of their own. Even the PC, with its much vaunted graphical power, didn't let the devs optimize Rage as well as they wanted to because of its API overhead. Fortunately, the sheer power of the PC allowed id to make up for it through brute force. 

 

"The PC suffers so much from API overhead," said the id boss. "We have some systems with 10 times the raw horsepower of the consoles, and they are still struggling to maintain the 60 FPS rate. Now, PCs can render 10 times as many fragments, they can be running in 4xAA 1080p, but if I want to do all these things in 15 milliseconds, the PC is at a bit of a handicap – and it has to make up for it with raw brute force."

 

id Software has pulled out all the stops to make Rage a great-looking game. One point of pride for Carmack is that apart from being "arguably the best-looking thing out there", it's running at a smooth 60 frames per second.

 

Via [Unwinnable]



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Comments 


 
# I dont understand api overheaddreamer 2011-08-14 18:07
What does it mean, I thought that computers were better for gaming than consoles, isn't a core2duo better for gaming than cell or 360 ibm chip?
What does api(application programing overhead) mean?

Reply
 

 
# Consoles don't need an interfaceUhyve 2011-08-15 12:46
DirectX and OpenGL are the APIs that he's referring to.

The thing about consoles is that while the 360 supports DX and the PS3 supports OpenGL, you can afford to program directly for the GPU, because all console types have the same graphics card.

On a PC, you have to use an API, because there are so many different cards with different architectures. These APIs are filled with bug fixes, workarounds, "ifs" and "buts", all of that bloats the API and can cause headaches when trying to keep performance up, a console just doesn't have to deal with all that stuff.

An example Carmack gave at Quakecon was uploading a texture to the GPU, it's the difference between telling DirectX to upload a texture:
Memory->DirectX fiddles with stuff->GPU Memory

and directly uploading a texture into memory:
Memory->GPU Memory

.... Wow, long post.

Reply
 

 
# BasicallyJohn Jason 2011-08-15 10:30
Basically he's saying the conversion from one API to another (they are indeed very, very different) is taking longer than they expected. I say they should stop crying and hire people who know what they're doing. It's not that damn hard and all his complaining makes him sound like three-year-old who can't grasp the concept of riding a bike.

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