PS3 Owners...

the trouble is, its tosh. those links all quote sony as the source (figures), and some going as far as saying the 360 is the weaker platform....is it? this is all about graphics at the end of the day, and the 360 is most certainly not the weaker of the two in that respect. On top of that, those articles date back to last year. 11 months old.....whats the state of multi platform games at this point in time then?


Err, there's Lucasarts & Midway quoted in those links also :rolleyes:, not just Sony, end of the day pretty much everyone agrees (apart from the uneducated) that when you take the time out to develop games properly on the PS3 it does yield some very good results, this was same on the PS2, the only difference this time around is Microsoft made better relations with the big dev houses giving them very user friendly development kit's early on and also offering them good support, apparently Microsoft approached many dev's up to 2 years earlier then Sony this time around, asking them in the R&D stages what they would like to be done to make the 360 easier and more user friendly machine for development, did you know for example that the 360 was originally only going to have 256mb of memory like the PS3, but they changed it specificity to suit developers needs, many developers requested that the 360 should have 1gig of ram so Microsoft chose to compromise by doubling it to 512 from 256, they were really on the ball this time around, they saw all the mistakes they made on the original xbox (in terms of development relations) and pro-actively went out of their way to rectify past mistakes and I'll commend them for that at least, but not for the poor quality control on their product due to their desperation to cut into the market early, more and more proof is surfacing every week that proves that Microsoft knew early on that the failure rate on the 360 was reaching the high 50's in terms of percentages, but they chose to ignore it,

Anyway for the PS3 it was a different story, they were behind on development, even at the 06' E3 show for example they didn't even have any 'finalised' working PS3 on show, they were using their dev-kits for the demonstrations, then not only behind on general development of the PS3 but they then run into serious supply issues of the blu-ray diodes, this pushed back the release date of the PS3 even further, by this time many dev's had already gotten very familiar with the 360 development kits and were halfway through developing new games for the 360, now according to some developers around this time they still hadn't even received a PS3 development kit, so it's no wonder that the 360 become the lead platform for the majority of games, not only because the console was out 1 and a half years earlier but because developers had already had their hands on the 360 dev-kits 1/2 years earlier and where already very familiar with it, and not only that a lot easier to use.

Now we have the PS3 out at this present day after hitting our EU shores on March 23, 2007 (:eek:), and in that short time it has already proven itself to be one of the most graphically capable machines by way of WipeoutHD, Uncharted, Metal Gear Solid 4, Gran Turismo Prologue, and now Little Big Planet, these are all games that get quoted around the interweb whenever people are asked in a poll/thread 'what are today's most graphically impressive console games', not because the PS3 has the best GPU, it doesn't, but because of the cell, the cell and it's SPU's allows avid programmers to adopt new ways to be able to take advantage of the cells architecture to make up for the PS3's short comings in memory and GPU performance, the very fact the there are multi-platform games that run practically as well on the PS3 after being ported from the 360 is a feat of engineering itself tbh, especially considering it has only half the memory,

I can promise you one thing, like the PS2 did the PS3 will improve every year graphically, you think back and compare the early PS2 games to the likes of God Of War 2 etc, they are worlds apart, now you do the same for the xbox, Halo was the release title, how did the games evolve graphically beyond that release title, it didn't, that's because the architecture was rigid, similar as it is in the 360 today, if you read up on how 'Naughty Dog' overcame many of the obstacles in with the PS3's architecture in creating the game Uncharted you wouldn't believe it, it took really imaginative programmers to think outside the box to take advantage of the spu's and off load the RSX,

""The main thing about the PlayStation 3 is the Cell processor and more specifically the SPU's. We are only using 30 percent of the power of the SPU's in Uncharted. We've been architecting a lot of our systems around this and we were able to take full advantage of that power. A big part of our systems is running on SPU's: scene bucketing, particles, physics, collision, animation, water simulation, mesh processing, path finding, etc. For our engine, the cool thing about having the SPU's is the fact we can minimize what we send to the RSX (the graphic chip), it allows us to reject unnecessary information and get the RSX to be very efficient. "

------------------------------------------------------

Here are a few more interesting examples of how developers are learning to make good use of the Cell architecture and the reason why the PS3 will continue to evolve not only graphically, but in terms of physics and AI,


Resistance: Fall of Man

"Animation and calculating collisions between objects are perfect fits, says Hastings. So those are the primary jobs Resistance doles out to the SPEs.."

Source: Spectrum online

"SPU System:

Animation
Audio (NextSynth and LR1)
Bucketer sort
Collision (separate broad and narrow)
Dynamic DB
Dynamic joint
FX update
Geom Cull Clip (for shadows and decals)
Glass
Moby constants
Physics collision
Physics simulation
Particle (weather fx)
Render mats
Static DB
Water (FFT)

10-20% total SPU utilization" (uses 5 SPEs, Resistance 2 uses 6 SPEs)

-------------------------------------------

Resistance 2

"Propriety game systems are now being heavily farmed out to the PS3's SPUs, keeping the central PPU as a sort of traffic cop that organizes what gets attention at any given moment. In simple terms, the game is taking much better advantage of the untapped potential of the console. In regard to visuals, the expanded use of the SPUs means more enemies on screen, significantly more complex AI from all of those foes and dramatically expanded options for special effects."


-------------------------------------------


Super Stardust HD

"We are able to get over 10,000 active objects with physics and collisions and over 75,000 particles simulated and drawn @60fps. That said, we were unable to use all the available processing power from Cell for this game, so for the next game there are still plenty of reserves left"


-------------------------------------------

Uncharted: Drake’s fortune

"Like the PS2 the PS3 is a sophisticated and powerful piece of hardware. Our engineers are working very hard at making specific optimizations to take full advantage of the Cell and its SPU's. However, there is so much depth to this machine, that much like the PS2, you will continue to see developers squeeze more and more out of it over the course of what I am sure is going to be a lengthy life-cycle."


"We are utilizing all SPUs in Uncharted for AI, animation and lots of other systems. We are however just starting to tap into the power of the Cell. In future games I can promise even more utilization of the Cell which will result in more of everything, including game play."

Source: Ars Technica

"As far as the Cell processor is concerned, we're actually using about a third to half of that right now, so there's still a bit of untapped potential there."

" I would say number one thing is animation, and the fact that the Cell processor has so much raw horse power that you could just throw more and more at it and it doesn't break a sweat. Our animation system is very complex, and we layer on dozens of frames of animation so you have that fluidity of movement where Nathan Drake can be running across a courtyard, stumbling over a rock as he's ducking under a hail of gunfire, reloading his weapon and rolling into cover, and all of these animations can happen simultaneously. "

Source: GameSpot

"The PlayStation 3 has a lot of power. When we started Uncharted we were really ambitious and had no idea what the PS3 would give us. Once we got the first devkits, we realized quickly that we could do everything we had planned to. The three main points for me are the Cell, Blu-Ray and the hard drive. We’ve been using the Cell for pretty much all our systems: rendering, particles, physics simulation, collision detection, animation, AI, decompression, water simulation, etc … and to give you an idea of the power of the PS3, we're using only 30 percent of the Cell processor.

In terms of Blu-Ray, we just couldn’t have made Uncharted without it; with Uncharted we have almost filled it (91 percent). We're also using the hard drive to pre-cache data from the Blu-Ray disc. That allows us to stream up to 12 streams for sound, load level data super fast and more importantly to stream textures constantly to guarantee high-res quality on the screen. "

Source: Ars Technica

"Basically, in Jak I we had somewhere in the vicinity of 300-350 animations for Jak and everyone was really happy with the fluidity of his movement and the response. In Uncharted, Drake has got more than 3500 animations and the difference is we're now taking the cell processor and we're taking say two dozen of those animations, like we've got his running animations, flinching animations, reloading animations, rolling animations, just dozens of animations all at once being layered on top of each other and then the cell processor recreates on the fly the single frame of animation that you need to be able to play the game at that moment and the fact we can just dump more and more work on that processor and its SPUs just means we can free up our CPU to do more general purpose tasks. "

Source: PALGN

"We’ve solved most of our memory problems by relying on the SPEs to perform compression, both at load-time and at run-time, using techniques developed by ICE, SCEA Tools&Tech and the SCEE ATG group."


-------------------------------------------
 
Last edited:
The PS3 generally comes out on bottom when it comes to multiplat but seriously uncharted gfx wise is the best ive seen on a console. Im sure a lot of 360 and PS3 owners may agree or disagree but theres just something about the level of gfx that i could just never imagine being run on the 360. The uboat scene is only second to crysis imo. Its just relying on in house developers that brings the system down as a whole,
 
People seem to have forgotten that when developers use the PS3 as lead platform then both PS3 and 360 versions benefit as a result.

The PS3 doesn't allow for sloppy coding, so the version ported to 360 will be much cleaner for it and emulate much more closely the lead platform version.

When you develop for 360 as lead platform though it's supposed to be a right royal pain in the ass to port it to the PS3 due to the reasons I just stated.

You are starting to see more developers turn to PS3 as lead platform as they realise this.
 
Err, there's Lucasarts & Midway quoted in those links also :rolleyes:, not just Sony, end of the day pretty much everyone agrees (apart from the uneducated) that when you take the time out to develop games properly on the PS3 it does yield some very good results {SNIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIP}

most of those are straight from sony, i couldnt care less about we-wont-release-force-unleashed-on-the-pc lucas arts or midway. keep your rolleyes and try to be civilized, its not too difficult. as for taking your time, well......obvious? Saying that though, how long is gt5 taking, and is it really better than forza 2? i'm bet forza 3 will be out first and just as good. You could take 5 years to develope a game and make something truely stunning such as MGS4 - graphically its virtually as flawless as it could be in my eyes - but that doesnt mean that same game couldnt look any better on a 360 and e developed in half the time while doing so.
this was same on the PS2, the only difference this time around is Microsoft made better relations with the big dev houses this time around giving them very user friendly development kit's early on and also offering them good support, apparently Microsoft approached many dev's up to 2 years earlier then Sony this time around, asking them in the R&D stages what they would like to be done to make the 360 easier and more user friendly machine for development, did you know for example that the 360 was originally only going to have 256mb of memory like the PS3, but they changed it specificity to suit developers needs, many developers requested that the 360 should have 1gig of ram so Microsoft chose to compromise by doubling it to 512 from 256, they were really on the ball this time around, they saw all the mistakes they made on the original xbox (in terms of development relations) and pro-actively went out of their way to rectify past mistakes and I'll commend them for that at least, but not for the poor quality control on their product due to their desperation to cut into the market early, more and more proof is surfacing every week that proves that Microsoft knew early on that the failure rate on the 360 was reaching the high 50's in terms of percentages, but they chose to ignore it

yes that 512mb of ram was a direct result of Epic developing Gears, most people probably know the story but the short version goes something like:

epic: heres gears running with 256mb of ram, and here's gears running with 512mb of ram
MS: ok, youve just cost us an extra $100m (or something around there)


lowrider, this thread is about developing games, not hardware reliability. whilst i have nothing to prise MS for on that front, it has nothing to do with this thread. It seems to me that you still have those SONY blinkers on?

Now we have the PS3 out at this present day after hitting our EU shores on March 23, 2007 (:eek:), and in that short time it has already proven itself to be one of the most graphically capable machines by way of WipeoutHD, Uncharted, Metal Gear Solid 4, Gran Turismo Prologue, and now Little Big Planet, these are all games that get quoted around the interweb whenever people are asked in a poll/thread 'what are today's most graphically impressive console games', not because the PS3 has the best GPU, it doesn't, but because of the cell, the cell and it's SPU's allows avid programmers to adopt new ways to be able to take advantage of the cells architecture to make up for the PS3's short comings in memory and GPU performance, the very fact the there are multi-platform games that run practically as well on the PS3 after being ported from the 360 is a feat of engineering itself tbh, especially considering it has only half the memory

oh why do people keep mentioning wipeoutHD. come on lowrider, its nothing that couldnt be done on the 360 i garantee it. Yes it looks great but thats because there's nothing going on in the game. GT5 prologue isnt better than forza 2 either, not a good showing for a game thats been so long in developement. you can praise the cell all you like (and it as a very good workhorse for certain tasks) but by large it isnt doing anything for a console that the tri-core in the 360 isnt, the 360 still being easier to program for and having a better GPU, lets not forget.

I can promise you one thing, like the PS2 did the PS3 will improve every year graphically, you think back and compare the early PS2 games to the likes of God Of War 2 etc, they are worlds apart, now you do the same for the xbox, Halo was the release title, how did the games evolve graphically beyond that release title, it didn't, that's because the architecture was rigid, similar as it is in the 360 today, if you read up on how 'Naughty Dog' overcame many of the obstacles in with the PS3's architecture in creating the game Uncharted you wouldn't believe it, it took really imaginative programmers to think outside the box to take advantage of the spu's and off load the RSX

we're still waiting, and we'll still be waiting this time next year. there is only so much you can do to get around the inificiancies of the ps3 and the cell will not make up that difference. answer this, how many multi platform games look better on the ps3 and if they were developed on the ps3, how good do those games actually look? my concern is here that if developed on the ps3 its going to hold the 360 back, not make it look better. Or, when developing for a lesser platform, it'll just end up running faster on the other a la just about every multi platform game thus far. You say you promise but so did sony.....when they released the console. then they promised that multi platform games would be better when developed on the ps3.....last year. The quesion i aksed (which you didnt answer) was are they right now?. are they? nope.

""The main thing about the PlayStation 3 is the Cell processor and more specifically the SPU's. We are only using 30 percent of the power of the SPU's in Uncharted. We've been architecting a lot of our systems around this and we were able to take full advantage of that power. A big part of our systems is running on SPU's: scene bucketing, particles, physics, collision, animation, water simulation, mesh processing, path finding, etc. For our engine, the cool thing about having the SPU's is the fact we can minimize what we send to the RSX (the graphic chip), it allows us to reject unnecessary information and get the RSX to be very efficient. "

If you believe that you really will believe anything. So they have another 70% of processing power to extract from the cell. will this 70% be unleased all in one hit with the next uncharted game or are they already releasing games that make better use of it? lets not forget that SONY own naughty dog.....



.....thats no coincidence, is it? ;)
 
Last edited:
Already I notice a markedly improved difference between Resistance 1 + 2. I have never seen so many special effects on-screen at once in a game with absolutely zero slowdown as there is Resistance 2.
 
Already I notice a markedly improved difference between Resistance 1 + 2. I have never seen so many special effects on-screen at once in a game with absolutely zero slowdown as there is Resistance 2.

Is it a better game though or just another generic FPS? Resistance was a huge disappointment as far as I was concerned, looked pretty enough but far too "FPS by the numbers".
 
Although PS3 ports are generally weaker I'm suprised in this case.

While its not exactly the same engine I wouldn't have thought it would be a new one built from the ground up. Oblivion, and especially the expansion, look and run absolutely fantastic on the PS3.

Bethesda really made the effort with the PS3 version of Oblivion (when the PS3 was trailing the 360 sales wise by a large margin). I wonder whats changed so much this time around.
 
The Xbox 360 was the lead platform for the game. With Oblivion, they had a year or so more dev to get it running as well on the PS3. As Fallout 3 was done in tandem, maybe they've not had the resources to spend on the PS3 version simultaneously.
 
How i see it last 90% of multiplatform games was better on the 360, now i think its 90% the same as the 360.
Im also so glad we have so may pro coders in here I thought people wonder who you all work for? Im guessing you guys no know more than most of the actual devs these other games for systems, maybe you should apply for jobs at these places.
 
How i see it last 90% of multiplatform games was better on the 360, now i think its 90% the same as the 360.
Im also so glad we have so may pro coders in here I thought people wonder who you all work for? Im guessing you guys no know more than most of the actual devs these other games for systems, maybe you should apply for jobs at these places.

who are you referring to?:confused:
 
If you believe that you really will believe anything. So they have another 70% of processing power to extract from the cell. will this 70% be unleased all in one hit with the next uncharted game or are they already releasing games that make better use of it? lets not forget that SONY own naughty dog.....

The fact of the matter is that the cell requires a vastly different approach to building code than the Intel multi-core chips do (you don't need to be a 'pro coder' to know that). Sony gambled on dev houses switching their coding techniques because of the popularity of the playstation brand, which was probably a bit naive on their part. At this point, building ps3 games require far more effort than 360 games, and the incentive for dev houses to really put the required time in to get the best out of the cell still isn't there yet.

Right now, you can't make the argument about the cell's capabilities, because it hasn't had a fair run yet (in terms of effort). That is why no dev houses are specifically saying "The cell is NOT capable of what Sony promised". The only way we will no for sure is at the end of this console generation when the next machines are coming out. If the performance of 360 games is still better or the same as ps3 games then we can all declare that the cell was a failure. However, if the cell does take off, you can guarantee that the next gen machines will be using similar architecture.

But I agree that none of that really matters right now. I want to see good games on the ps3, I really don't care much for it's 'potential'. In terms of worse performing games on ps3 compared to 360, we ps3 owners have to put up or shut up.
 
And I would say it doesn't.

Doesnt change the fact I would say it does though does it :p

I'm interested to know the games you would say are better though.

Water graphics on Uncharted while on the jetski are unsurpassed in my eyes, as with so many scenes that take your breath away during playing. Nothing has done that on 360, apart from Gears when I first played it oh and mass effect :p
 
The fact of the matter is that the cell requires a vastly different approach to building code than the Intel multi-core chips do (you don't need to be a 'pro coder' to know that). Sony gambled on dev houses switching their coding techniques because of the popularity of the playstation brand, which was probably a bit naive on their part. At this point, building ps3 games require far more effort than 360 games, and the incentive for dev houses to really put the required time in to get the best out of the cell still isn't there yet.
As a business you don't want to deliver a product that is exactly the same as your competition, you want to offer something different, be it cheaper, vastly different or more advanced.

If Sony would have chosen the same hardware as the 360 we would have roughly the same games and possibly less development in other/newer areas and we would propably still have a format war going.

I am not saying it worked out well cause it could have been much better but I don't think that the decision Sony made at the time was a wrong one.

The problem is not that the PS3 isn't capable it is more a matter of a company willing to invest more time in the PS3 version of a game andthere comes a point where the extra investment needed does not mean more revenue, in other words they just release the game and start generating revenue.
 
Doesnt change the fact I would say it does though does it :p

I'm interested to know the games you would say are better though.

Water graphics on Uncharted while on the jetski are unsurpassed in my eyes, as with so many scenes that take your breath away during playing. Nothing has done that on 360, apart from Gears when I first played it oh and mass effect :p

Ahh the jetski level. Where the water looks nice but the splash effects from the jetski are quite truely awful and I didn't see much ripple effect in the water at all. I actually hated the Jetski levels if truth be told.

Gears when it came out certainly impressed me at the time. I don't know if it was the graphics, the art style or maybe just the overall setting, but it certainly impressed me, didn't leave me breathless though.
 
Ahh the jetski level. Where the water looks nice but the splash effects from the jetski are quite truely awful and I didn't see much ripple effect in the water at all. I actually hated the Jetski levels if truth be told.
I agree, water looks very nce but the splash effect is basic.

I was more impressed the first time I saw the submarine and the water surrounding it.
 
But I agree that none of that really matters right now. I want to see good games on the ps3, I really don't care much for it's 'potential'. In terms of worse performing games on ps3 compared to 360, we ps3 owners have to put up or shut up.

thats the bottom line really, isnt it? ignore the promises and focus on what's here right now. has it delivered? i really dont think so, not to my expectations anyway. There are some cracking games but i can count them on one hand, which isnt good for a 2 year old console. i still recommend the 360 as a gaming console over the ps3, even though i swore id never buy one untill the reliability was satisfatory enough my eyes. And i did buy one.....two weeks ago lol.
 
Back
Top Bottom