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Bethesda: PS3 technical limitations |
Listed in: PS3 Tags: Bethesda, playstation 3 updates, Sony
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Amazing games such as The Elder Scrolls IV: Oblivion are chugging along once PS3 owners try to load as much downloadable content they can get their mitts on. Why you ask? Well that's because the PS3 has limitations in memory and bandwidth.In fact, according to a show from 1up.com, Bethesda claimed that unlike the PC and 360 versions, there won't be much of anything, including horse armor. 1up had a few words with Bethesda. While they're hard at work to bring Oblivion out this 2007, they had a few gripes with the PS3. Bethesda had this to say:
It's a technical limitation. They just don't have enough memory to load every piece of downloadable content. They tried it, did some work-arounds, but the performance isn't there. They hope to have some, but they're going to have some, but they're going to have to pick and choose...
But since the Xbox 360 and the PS3 both have 512 MB of memory, PS3 people have been saying that there is no difference. Apparently there is. According to TheTjalian, the PS3 has 512 MB of memory, but it's divided into two: 256 MB for the system, 256 MB reserved for textures. The 360, in contrast, uses around 350 MB or more for textures and the rest for the system - however there is no system-imposed limit.
It seems that the same technologies that makes the PS3 stand out is the same reason it's not performing well. Hint? Two words: CELL, RSX. In an investigation by hardware gurus at Anandtech, they had something to say:
The downside to the RSX using the Cell for all vertex processing is pretty significant. Remember that the RSX only has a 22.4GB/s link to its local memory bandwidth, which is less than 60% of the memory bandwidth of the GeForce 7800 GTX. In other words, it needs that additional memory bandwidth from the CellÂ’s memory controller to be able to handle more texture-bound games.
Yikes! So even while the RSX G70 monster inside the PS3 is better than a GF 7800 GTX, it can't quite give its all to the system. It's like getting an elephant through a crevice - okay, okay, not that an elephant would make a great video card and all. And the Xbox 360 is not without it's own hiccups and mishaps. And the PS3 does perform on par with the 360, even with the limitations considered.
You'd think that MS and Sony would get both sides of the cake right: offer bleeding edge tech and perform at maximum capability. Unfortunately, we'll have to see another generation of Xbox and Playstation to know just where they're going with next-gen concepts.
Via 1up.com
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I don't think anything I've said above is biased, although I'm sure sony fans will see it that way.
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The problem with the PS3 is that it uses a different design then your regular PC games. People who have been coding PC games for years have gripes about anything thats different.
But companies who make changes and develop new techniques have always been the ones to succeed. Like the PS2 in its time, was a difficult platform to develop for but ended up with games that were on par with the technologically superior Xbox.
Graphics wise, we probably wont see much of a difference between the 2 systems. but the Ps3 will probably end up being able to have more stuff on the screen at any given time. Alot of funding and research from IBM with the Cell processor can be used in game development as well.
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But the PS3 is still a great machine and it will only get better over time.
I can't wait for the PS3 to find its legs!!!!
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Things are a lot closer this time around. And I'm surprise to see this quote from you "Graphics wise, we probably wont see much of a difference between the 2 systems.", I strongly agree.
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Graphics are one part of a game. But because of the processing power, the PS3 will be able to show more stuff on screen. So in the end the Ps3 has the potential for better looking games overall.
For one I think Kojima is out of his mind when I heard them say that the hair on Solid Snake is made out of 60,000 vertices that are all dynamically driven.
The way it looks now, Sony is pushing to create photo-realistic games while Microsoft is still pushing fictional looking games.
Depending on the person, either is a fine choice, I like Half Life,UT and games like it but I enjoy the realism and feel of games like GTHD.
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PS3 has all the advantages in that area. The problem is that you can't port a 360/PC engine over to the PS3 very easily. It has to be custom built from the ground up. A lot of developers are actually learning that they need to split their teams up since the PS3 and 360 are so radically different.
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Xbox 360's OS, on the other hand, reserves only 32 MB of unified memory (and 3% of processing time on Core1 and Core 2 - Core0 is always completely free), leaving 490 MB for games.
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It's a technical limitation. They just don't have enough memory to load every piece of downloadable content. They tried it, did some work-arounds, but the performance isn't there.
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You can't generalise like that, it's dumb. The 'realism' in a game depends on the developer, the genre and the art style they're after. It's not a Sony vs Microsoft thing.
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Oh, they can already?
Sorry, my bad...
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Observe the PS2 and watch the Difference Between multi-platform Games and Exclusive games designed for the System Like FFXII..
In Fact FFXII turns Everything else into Shame.....It was designed with the PS2 in Mind from Ground-Up....it cannot be compared to any Other Multi-platform game on the PS2
If Bethesda thinks they can use the same techniques that Worked on porting the PC version for the 360 on the PS3...they are Blind,that Simply Wont Happen.
The RSX have Access to the CELL half of Ram [System Memory] but Not Directly,the PS3 OS uses 64Mb of System RAM as Opposed by the 360 which Only Takes 32Mb of System Ram [Someone said the PS3 OS takes from the VRAM...thats False]
Saying that they have technical Limitation [if they really did] is Extremely Wierd,if thats the Case then how did Factor 5 Run "Lair",which is Far more Detailed than Oblivion,with a Single Map in Lair as Big as ALL of Oblivion "4GB for single Map"...Oblivion With Voices and Cinematics "4600Mb"
All this was Running at 1080P,and it is Known that the Main Constraint for running Games at 1080P is Frame Buffer "aka RAM"
If the PS3 was Truly such "RAM Limted" it could never run Lair in its Current form at 720P...Let Aside 1080P "Which takes Twice the Ram for Frame Buffer"
You see the Difference Between Lair and Oblivion...is that Lair is an Exclusive Game Build from the Ground-Up for the PS3,While Oblivion is a Multi-Platform Game,Bethesda will never Spend Much resources to Improve the PS3 Version,things Dont go this way..
If It Runs....they,l Release it,thats all they Care.
They Never Bothored Using the PS3 HDD as Lair,s Factor 5 is Doing,to Stream and Save Ram,all they Have is Complaints.
In the End,as i always Say...only Exclusives Will Show the Highest Potential for the System,which Means that Sony was Right to Focus on its First-Party Division,It will All be Decided by Exclusives....Multi-platform Games Wont Show Anything they are the "Same".
For Performance....Wait for MGS4,Lair,FFXII I ann Sony Projects Like Killzone2 and GT5,Only these Will Show True Difference...as they Did for the PS2
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So the whole world was no problem, expansion no problem, but horse armor OH NO THE PS3 DOESNT HANDLE THAT...
Whatever. Keep the crappy port.
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All the Blah Blah about yes but you wait until such and such comes out but you dont know if they are going to be any good at all now do you?, these people know how to make a game and they know what they are talking about and if streaming from Harddrive was feasible without causing delay etc you can bet they tried it -
As they say -
It's a technical limitation. They just don't have enough memory to load every piece of downloadable content. They tried it, did some work-arounds, but the performance isn't there.
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The answer: sort of. "It has a lot of technical niceties," Howard says, "just [as a result of] the development time. One of the things that always bothered us was how the distant landscape looked. You'd get this very perceptible line of where stuff is loaded and where it's not loaded, and then it pops in. On the PS3, it's a lot more seamless. We did some new shaders for how it takes information from the background to the foreground and blends all that together. It's a slightly cleaner image." The results are subtle, but noticeable."""
How surprising, the 1UP guys forgot to mention what's actually better in the PS3 version in Bethesda's actual words, and instead only focused on talking crap about PS3 with no Bethesda employee to back up their claims! Who would have expected that from 1UP? [/sarcasm]
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It seems that the First OS was Designed to Take 64Mb from the RSX VRAM when it was Supposed to Support Dual-HDMI at 1080P..Now that its Droped,Its Only 32Mb from VRAM and 32MB from System RAM..
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1UP is Known to be one of the Most Sony Hating Sites...as is Gamespot [the MS advertizing site]
Until i read a "Direct" Quote from the a Programmer...then this is Considered BS
How did he say that they tried work Arounds..??..they can easily use the XDR 256Mb Half through the CELL to get more RAM for rendering Textures if Needed.
But then....i Expect no Less from 1UP,Visit the Site and "See" the Unbiasness For yourself
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As the comment above stated, the art direction ("realism") is chosen by the publishers and devs.
Your welcome to try and explain your crazy theory more if you think you haven't yet been proven wrong.
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Why does the Xbox 360 have such an extreme amount of bandwidth? Even the simplest calculations show that a large amount of bandwidth is consumed by the frame buffer. For example, with simple color rendering and Z testing at 550 MHz the frame buffer alone requires 52.8 GB/s at 8 pixels per clock. The PS3's memory bandwidth is insufficient to maintain its GPU's peak rendering speed, even without texture and vertex fetches.
The PS3 uses Z and color compression to try to compensate for the lack of memory bandwidth. The problem with Z and color compression is that the compression breaks down quickly when rendering complex next-generation 3D scenes.
HDR, alpha-blending, and anti-aliasing require even more memory bandwidth. This is why Xbox 360 has 256 GB/s bandwidth reserved just for the frame buffer. This allows the Xbox 360 GPU to do Z testing, HDR, and alpha blended color rendering with 4X MSAA at full rate and still have the entire main bus bandwidth of 22.4 GB/s left over for textures and vertices.
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* Central Processing Unit (CPU) performance.
* The Xbox 360 CPU architecture has three times the general purpose processing power of the Cell.
* Graphics Processing Unit (GPU) performance
* The Xbox 360 GPU design is more flexible and it has more processing power than the PS3 GPU.
* Memory System Bandwidth
* The memory system bandwidth in Xbox 360 exceeds the PS3's by five times.
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when i first heard of the 512mb ram on both systems, i was worried about these kind of problems. i just hope devs can get around it
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^= The quote above gave away everything else at the very beginning. RAM amount has nothing to do with loading downloadable contents. Any developer knows too well that downloadable contents are saved as cache into a storage media inside a system and loaded only when the task is needed to save resources. Not every developer is crazy enough to load EVERYTHING onto the memory unit without considering what those things are for.
>> The downside to the RSX using the Cell for all vertex processing is pretty significant. Remember that the RSX only has a 22.4GB/s link to its local memory bandwidth, which is less than 60% of the memory bandwidth of the GeForce 7800 GTX. In other words, it needs that additional memory bandwidth from the Cell’s memory controller to be able to handle more texture-bound games.
^= Memory bandwidth does not matter as long as the amount of data written into/read from the memory unit does not exceed the maximum bandwidth. One may argue that the faster and more RAM amount, the better it is but in reality, this is not the case. Take Gran Turismo 4 for example. The 1080i support of the game is a really good example of system resource usage. For 480i/p mode, the system memory usage for one frame at 32bit coloring is:
720 x 480 x 32 = 11059200 bits = 11059200 / 8 = 1382400 bytes ~ 1.2MB.
So for a game to run solidly at 30FPS, in one second, the graphics processing unit has to pass ~ 30.6MB worth of data into the video memory... plus some other texture changes. The PS2 has only 32MB so most of the games developed for it barely run in 16bit coloring instead of 32bit to save system resources for textures and other stuffs inside the game. Note that in 480i, because the frames are displayed with every one of their second horizontal lines cut out, the amount of memory usage is cut into half for that matter... making it possible for games at 480i to run at 60FPS solidly. Note that the PS2 is capable of displaying in 24bit coloring also (in between of 16bit and 32bit) and some games apparently make use of that mode and provide bettering coloring for their visual presentations.
But for 1080i, it's...
1920 x 1080 x 32 = 66355200 bits = 66355200 / 8 = 8294400 bytes ~ 8MB
And for 30FPS only, the amount of RAM usage would be... 240MB.... so 1080i alone would use up to 120MB and considering that 16bit coloring is used instead of 32bit, the total amount of RAM that needs to be written to and present in one second of the video ram would be ~60MB. That is almost impossible since the PS2 has only 32MB of system RAM and that's not even video ram to begin with. Polyphony could still pull that off though... miraculously. It is also speculated that the PS2 was using some sort of upscaler for this game... but that theory still doesn't explain how the game was able to store such a large amount of data inside the PS2 memory unit. And besides, the frame buffer size for this game is high enough to NOT produce so many pixels on the screen... as contradictory to the low frame buffering size seen on most other upscaled games.
Gran Turismo 4 is not all... Gran Turismo HD also makes another example of great memory usage... but you can pretty much calculate it all by yourself from the above formulas I provided... just figure it out. As for the question about why GTHD doesn't have damage simulation, it's simple... they don't want to provide unrealistic looking damages... like those you see in Forza 2. Damages are not an excuse to a game's visuals beauty. Sure they make the game feel more realistic but if the visuals in the game doesn't look all that realistic and the damages are done predictably (like in BurnOut), the realistic effect will be countered totally. For a game like GTHD, since the visuals are pretty much fantastic already, there is no need to simulate unrealistic-looking damages to put the whole experience down. Also, damaging any licensed car inside the game costs the developers millions to pay for the said licensed cars... mai
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GT4 featured 700+ cars,GT5 will probably have even More...thats a lot of manufacturer cars who will be upset to see them damaged in Such realism
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"From sport compacts to purpose-built race cars, collect more than 300 cars from over 50 of the world%u2019s leading manufacturers including Ferrari, Porsche, Nissan, VW, GM, and Lamborghini. Take your car to the garage and install alternative engines, suspension kits, bolt-on superchargers, brakes, rims, racing slicks, and more. Dial in advanced suspension settings, tire pressure, and gear ratios."
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Bethesda is having so much trouble with PS3, yet other developers are doing fine.
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Bethesda is having so much trouble with PS3, yet other developers are doing fine.
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Forza 2 has "more than 300 cars from over 50 of the world's leading manufacturers including Ferrari, Porsche, Nissan, VW, GM, and Lamborghini."
"Experience uncompromising physics: Top automotive engineers, professional race car drivers, and experienced programmers teamed up to create the most complete racing simulator experience available. Cars incur dramatic damage and wear, which affects car performance. Advanced tire and suspension models respond to heat and pressure changes as well as weight transfer and aerodynamic load."
http://www.xbox.com/en-US/games/f/forzamotorsport2/
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GTHD looks much better than Forza, thanks for the link
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Typical sony zombie response.
I'm guessing you have played or seen Forza 2 in action before you made that judgment. There's a reason why GTHD is a demo.
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The reason really is that car manufacturers don't want their cars all jacked up looking. Sure you can get a bunch of companies that approve and are willing to let their top teir cars look like crap, but as long as you have those couple companies that refuse to allow it, and the developers want to incorporate those cars in so badly, then you're pretty much SOL and you gotta scrap the damage aspect.
You think that developers that claimed they were making a GT game so realistic that they would build each individual car from the ground up taking 6 months to program each car, would leave out damage modelling because it was too hard? That's kinda ridiculous.
They said that the most they would do was to make light damage on the cars(paint stuff, some dents) because that's as far as the car manufacturers would allow.
You can look back through the posts for the article about Gran Turismo Premium and Classic, if you don't believe that developers said this.
I just wanted to clarify these points, I have no reason to lie about how great or crappy such and such game is. Wait till it comes out before you say anything, is what I always say.
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As mentioned before, there are ways to work around it that Bathesda doesn't seem to want to deal with, if the hardware is capable but hard to work with, then that in itself is a limitation.
Other companies might not see these limitations, but some will.
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http://dpad.gotfrag.com/portal/story/35372/?spage=6
Just running the XMB in the background eats up 64MB of ram more then the 360's....this is a huge chunk of memory when you only have 512 to work with, and probably the biggest variable in the equation as far as what bethesda is talking about.
It's not surprising since the biggest complaint about cross platform games has been PS3 having worse textures. So what's the point of having blu-ray if you don't have enough memory to load the high-res uncompressed textures that the extra space would allow for.....
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gthd? 50 gig blue ray disc? no damage? driving lifeless boxes was awesome on psx and ps2 but not next gen. polyphony stop stealing my money and put damage. dont use the profits on strippers and alcohol.700 cars is awesome but 89% of the racing is not done on 1923 6hp cars. put some damn damage and customizations. physics are so horrible it feels like wipeout pure.
ps i bought a psp for gtHD and im still waiting for it.wtf do you guys do all day. since you promised that game kojima has made 3 mgs's and squaresoft has made 3 final fantasy games.
6 months for 1 car no wonder ... 6x700=4200/365 = 11 years .....sounds like poly fony
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Start 16 minutes and 30 seconds into the 1up show and LISTEN this time. Or was it ignored because he says the 360 is going to get that shader fix too?
As for backing up their claims. THEY saw the latest build of the PS3 version (you didn't), THEY spoke to Bethesda, and THEY then spoke about their experiences publically. Since when is that not enough? If what they say is wrong, you could be sure Bethesda would make sure it's put right soon, either on 1UP or in another interview.
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Sure, that's always required for anything negative towards the PS3 for you, and even then you would question it. Whereas for the 360, you're be happy to believe anything negative without proof.
"they can easily use the XDR 256Mb Half through the CELL to get more RAM for rendering Textures if Needed."
Easily? Oh shut up please. You're not a PS3 programmer, so stop acting like an armchair expert. That's like telling an athelite he could have easily broken the world record if he ONLY ran a little faster!
If such a workaround was SO easy, then every PS3 developer would be using it, but obviously, it's not going to be THAT easy and it's not going to be suitable for all game engines.
The PS3 has limitations. Live with it!
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I guess you were calling others dumb just to be ironic.
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Bethesda get a life and program the right way.
No wining
email me here hombre1@myway.com prove me wrong if u dare wusses
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LOL he hasnt been told the 360 Harddrive just pulls out then ?.
2.
And a screenshots or trailers dont make the gameplay especially if there is any delay problems due to ram limitations.
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When you get down to it, all of these back and forth arguments have little to no merit at all. Survival relies on best knowing how to use what you have at your disposal... Game dev's are going to be the ones who will determine whether either of these systems ends up being a success.
I assure you it has nothing to do with you playing with your little thing that's hiding inside your shorts, so put it away for now, there's a time and place for that, you gay little men.
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THERE IT IS! read it and weep! it may be on a PS3 forum but those diagrams were not even made by anyone on that site! the diagrams in the first post prove my point that 360 has to share its precious bandwith to the memory.
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http://au.media.xbox360.ign.com/articles/617/617951/img_2812545.html
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The PS3 has 22.4 GB/s of GDDR3 bandwidth and 25.6 GB/s of RDRAM bandwidth for a total system bandwidth of 48 GB/s.
The Xbox 360 has 22.4 GB/s of GDDR3 bandwidth and a 256 GB/s of EDRAM bandwidth for a total of 278.4 GB/s total system bandwidth.
Why does the Xbox 360 have such an extreme amount of bandwidth? Even the simplest calculations show that a large amount of bandwidth is consumed by the frame buffer. For example, with simple color rendering and Z testing at 550 MHz the frame buffer alone requires 52.8 GB/s at 8 pixels per clock. The PS3's memory bandwidth is insufficient to maintain its GPU's peak rendering speed, even without texture and vertex fetches.
The PS3 uses Z and color compression to try to compensate for the lack of memory bandwidth. The problem with Z and color compression is that the compression breaks down quickly when rendering complex next-generation 3D scenes.
HDR, alpha-blending, and anti-aliasing require even more memory bandwidth. This is why Xbox 360 has 256 GB/s bandwidth reserved just for the frame buffer. This allows the Xbox 360 GPU to do Z testing, HDR, and alpha blended color rendering with 4X MSAA at full rate and still have the entire main bus bandwidth of 22.4 GB/s left over for textures and vertices.
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Ken Kutaragi called the 360 "XBox 1.5". That's were the term came from. He said the 360 was going after the PS2, not the PS3. He said the 360 was not next-gen, and lots of other BS.
http://ps3.ign.com/articles/623/623546p1.html
So, by your logic, I guess Sony are really scared.
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Weep? It's an uninformed article written by a 20 year old college kid with no experience on the console hardware.
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This sort of attack has been quite commonly directed at both sides of the playing field and should stop immediately. It is childish and clearly biased, and does no good other than to add to the hype of the opposing system and cloud reality with conspiracy and less than half truths.
Owners of only one of the systems need to learn to appreciate their chosen system%u2019s abilities without cutting the other short. Both systems are quite capable, and only those who own both have shown themselves as being able to constructively make an unbiased opinion at this point, tending to appreciate the quality games each system has, rarely focusing on pointing out the weaknesses of one or the other. Those who argue back and forth about which is superior are secretly disappointed with their purchase and only find themselves in envy of the other%u2026
A message to Bethesda, learn to work with what you have, make us great games and quit b*tching about how much trouble you had to go through to complete them on one particular system. If in the end your game turns out to be a respectable attempt, your best hope is that more than a few console owners will put down the money and actually buy your game as well as talk about how great it is with our friends. After making a statement like this, you probably earned a little less respect from the few PS3 owners already out there. You%u2019re not releasing a groundbreaking console selling game here, you haven%u2019t earned the right to speak out like this.
Either way, I don%u2019t wish you the best of luck, I won't support this crap nor will I bother to even try your game on any of the systems or PCs I own.
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GT series always had more research put into the cars and more intensive modelling, at least in the old ones. But Forza's damage system in itself is something worth buying it for.
They'll both be great in my opinion
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VERY INDEPTH...
But not fun...
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The poster referred to the 120GB 360 in future. Common sense alone should allow you to work out that such an XBox on the market would also mean the 120GB HDD will be available to current 360 gamers, just as the 20GB HDD is available.
Yes the PS3 is more flexible in this respect, but that doesn't change the facts and it doesn't change the reasoning behind the posts we were responding to (did you evem read it?).
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It's their game, so they're entitled to discuss the ups and downs of developing their game and they don't need advice from some loser on a fourm upset that they dared to say they're having problems on the PS3.
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IGN:
"Fans of the Elder Scrolls series have always loved the flexibility the franchise afforded them during their adventures, but when the eagerly awaited Elder Scrolls IV: Oblivion was released last March, even they were astounded by its depth. Players could literally choose their own adventure within the massive game, which offered over 200 hours of play. Characters could be customized in various ways, and it was easy for gamers to make powerful magic users, fighters, thieves or other classes as they attempted to close the gates of Oblivion. For PC and Xbox 360 gamers, it was a match made in RPG heaven. Fortunately for PS3 owners, Oblivion will soon be descending upon the system. We got the chance to play the latest build of the game today, and we came away with new impressions from the land of Cyrodiil.
Apart from the initial scale of Oblivion, which was simply huge, Bethesda Game Studios augmented the adventure with eight downloadable plug-in features. Items like the Horse Armor download seemed much more of a minor adjustment than a significant addition to the gameplay. Others like the Orrery or Mehrunes' Razor provided separate locations for players to battle through, collecting experience and valuable items. Unlike the PC and 360 versions, the PS3 edition will not feature all eight of the currently available plug-ins for the game. They may find their way to the PlayStation Store at some point in time in the future, but they will not be added into the version as a "PS3 Collector's Edition" or a special copy of Oblivion. Instead, the title will only include the recently released Knights of the Nine side quest, as you attempt to recover lost artifacts of the Divine Crusader and restore glory to the order of warriors.
PS3 owners will get their own taste of Oblivion this March
PS3 owners will get their own taste of Oblivion this March.
Players of the PC or 360 version of the quest know that only those characters who don't have any infamy associated to their name can begin the pilgrimage to start the Knights of the Nine quest. However, there have been a few changes made for the PS3 version. Characters can now immediately set out on their pilgrimage to the Wayshrines of the Divines as soon as they exit the sewers at the start of the game (which served as a tutorial). This immediately lets you bypass having to track down the rumor about the attack on Anvil Chapel and start on your quest for righteousness.
The PS3 version of Oblivion isn't a simple port of the game either, although players who have picked up the 360 version will be very familiar with the control scheme. For one thing, the PS3 version has been optimized to take advantage of the Cell processor and hardware that the system offers. As a result, the game runs a lot faster than the 360 build. Entering dungeons or buildings results in a load of 3-5 seconds, compared to the 7-10 seconds or longer for the 360 version of the game. Similarly, the amount of framerate drops or hitches that cropped up in the wilderness as you accessed a new area on the 360 have been substantially reduced on the PS3 version. There is a plan to completely eradicate these issues as the game nears release, as well as fixing a number of bugs that were present in the other builds. Kiss the item duplication glitch goodbye.
Visual textures are much sharper in the PS3 version of the game
Visual textures are much sharper in the PS3 version of the game.
The visual presentation of Oblivion has also been significantly enhanced. While it was a beautiful title on the 360, far off environmental details often displayed low resolution textures. This has been fixed with new shaders dedicated to rendering the foreground cleanly with sharper details, so rocky landscapes now have craggy appearances instead of smooth, non-distinct surfaces. While there is still a fair amount of pop-in that occurs (which can't be helped due to the size of the world), the draw distance is farther than the 360 version. As a result, screens from the PS3 version should approach those from high en
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IGN:
"Fans of the Elder Scrolls series have always loved the flexibility the franchise afforded them during their adventures, but when the eagerly awaited Elder Scrolls IV: Oblivion was released last March, even they were astounded by its depth. Players could literally choose their own adventure within the massive game, which offered over 200 hours of play. Characters could be customized in various ways, and it was easy for gamers to make powerful magic users, fighters, thieves or other classes as they attempted to close the gates of Oblivion. For PC and Xbox 360 gamers, it was a match made in RPG heaven. Fortunately for PS3 owners, Oblivion will soon be descending upon the system. We got the chance to play the latest build of the game today, and we came away with new impressions from the land of Cyrodiil.
Apart from the initial scale of Oblivion, which was simply huge, Bethesda Game Studios augmented the adventure with eight downloadable plug-in features. Items like the Horse Armor download seemed much more of a minor adjustment than a significant addition to the gameplay. Others like the Orrery or Mehrunes' Razor provided separate locations for players to battle through, collecting experience and valuable items. Unlike the PC and 360 versions, the PS3 edition will not feature all eight of the currently available plug-ins for the game. They may find their way to the PlayStation Store at some point in time in the future, but they will not be added into the version as a "PS3 Collector's Edition" or a special copy of Oblivion. Instead, the title will only include the recently released Knights of the Nine side quest, as you attempt to recover lost artifacts of the Divine Crusader and restore glory to the order of warriors.
PS3 owners will get their own taste of Oblivion this March
PS3 owners will get their own taste of Oblivion this March.
Players of the PC or 360 version of the quest know that only those characters who don't have any infamy associated to their name can begin the pilgrimage to start the Knights of the Nine quest. However, there have been a few changes made for the PS3 version. Characters can now immediately set out on their pilgrimage to the Wayshrines of the Divines as soon as they exit the sewers at the start of the game (which served as a tutorial). This immediately lets you bypass having to track down the rumor about the attack on Anvil Chapel and start on your quest for righteousness.
The PS3 version of Oblivion isn't a simple port of the game either, although players who have picked up the 360 version will be very familiar with the control scheme. For one thing, the PS3 version has been optimized to take advantage of the Cell processor and hardware that the system offers. As a result, the game runs a lot faster than the 360 build. Entering dungeons or buildings results in a load of 3-5 seconds, compared to the 7-10 seconds or longer for the 360 version of the game. Similarly, the amount of framerate drops or hitches that cropped up in the wilderness as you accessed a new area on the 360 have been substantially reduced on the PS3 version. There is a plan to completely eradicate these issues as the game nears release, as well as fixing a number of bugs that were present in the other builds. Kiss the item duplication glitch goodbye.
Visual textures are much sharper in the PS3 version of the game
Visual textures are much sharper in the PS3 version of the game.
The visual presentation of Oblivion has also been significantly enhanced. While it was a beautiful title on the 360, far off environmental details often displayed low resolution textures. This has been fixed with new shaders dedicated to rendering the foreground cleanly with sharper details, so rocky landscapes now have craggy appearances instead of smooth, non-distinct surfaces. While there is still a fair amount of pop-in that occurs (which can't be helped due to the size of the world), the draw distance is farther than the 360 version. As a result, screens from the PS3 version should approach those from high en
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It'll inform a lot of you, and shut a bunch of you up too.
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My bad
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i see so the one site people claim is biased against PS3 is claiming the PS3 version is BETTER and there are no technical issues. i see now that we've cleared up that this technical issue is all BS lets discuss this idiocy you seem to be arguing about..
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http://ps3.ign.com/articles/762/762108p1.html
I hope that their comments about the game shut some people and this article up. If the thing runs that good on the PS3, why the heck can't it load some more downloadable contents?...
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And since you have no idea what you're talking about, you would trust the words of a 15 year old kid.
Show me the multi-platform developers who agree! That's right, you can't. The fact is developers like John Carmack and the developer of The Darkness, say the PS3 is only slightly more powerful than the 360. So I trust the views of devs with experience of the consoles over some spotty face school kid.
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You still talk of Killzone 2 as if it was realtime. It was a pre-rendered trailer you idiot and therefore says NOTHING about the PS3.
And have you ever heard of paragraphs? Not that it would make any difference to the unintelligent BS you post each time.
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You mean like your claim that Sony hasn't attacked the competition? R-i-g-h-t.
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(you can find more with google, I've chosen the links that work here on QJ, i.e. no equals character)
http://www.megagames.com/news/html/console/carmackverdictonx360ps3power.shtml
John Carmack on 360 vs PS3:
"PS3 is probably marginally more powerful, in terms of raw flops and graphic operations, but that%u2019s not really the best way to look at things. When you look at these development cycles that stretch over years and years, being 20 per cent easier to develop on is much more important than being 20 per cent more powerful."
'Marginally' means 'slightly' BTW. ;)
Magnus Hogdahl on 360 vs PS3:
http://uk.ps3.ign.com/articles/704/704524p2.html
"IGN: What is it like to program and design the game for Xbox 360 versus the PlayStation 3?...
Magnus Hogdahl: The PS3 will have a content size advantage with Blu-ray and a CPU advantage for titles that are able to utilize a lot of the SPUs. The Xbox 360 has a slight GPU advantage and its general purpose triple-core CPU is relatively easy to utilize compared to SPUs. I expect that it will be near impossible to tell Xbox 360 and PS3 screenshots apart."
So like I said, I would take the words of DEVELOPERS with DIRECT experience of BOTH the 360 and PS3 over some KID on the internet with NO experience of the hardware.
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In the end you all look like idiots because you are arguing over something that doesnt matter, all that matters is that retailers are calling the PS3 a fail and reccomend 360 because its "better" and doesnt "not play HD movies", "overheat", "burn discs". All of which 360 did at launch yet PS3 has yet to have any of these issues. This doesnt make sense to me because PS3 is MORE expensive, would it not make more sense to push the more expensive product? is that not what salesmen do?
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