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Like a twist in a not-so-good mystery novel, it appears as though some developers are now taking their cross-platform games on the PlayStation 3 first and porting down to the lesser systems. It was already revealed last week that Devil May Cry 4 was being developed first on the PS3 and then being ported down to the rest, and now we have word that Ubisoft's first-person shooter Haze will get the same treatment. From GameSpot:

This morning, Ubisoft revealed that the PS3 is now the "lead platform" for Free Radical's forthcoming shooter, Haze. Originally set for a release on the Xbox 360, PC, and PS3 this spring, the game will now debut solely on the PS3 this fall.

In fact, the fact sheet provided by Ubisoft no longer lists the PC or Xbox 360 versions of the game, prompting some speculation that it may become PS3-exclusive. The UK Haze site for the game also only bears the PS3 logo, although the American Haze site still sports the Xbox 360 and PC-DVD logos at its bottom.

Hmmm, I smell a trend. Maybe that Cell development documentation Phil Harrison was talking about giving to third-party developers at GDC is starting to show its colors. Well played sir, well played. 


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58 comments | showing # 51 to 58

TheStripe's Avatar - Comment posted on 05/24/2007 09:54
TheStripe
Blu-Ray = No advantage for games. Your load times would be faster on a multi-DVD game, even including the time it takes to swap the disc. Even if the read times are equivalent to DVD (which they're not) you're still talking about much more information, and loadie loadie loadie. And if developers are bitching about your tech, it's a bad thing. There's no if's and's or but's about it. I'll say that one more time: If developers are bitching about your tech, it's a bad thing.

Give it up. You don't know shit about the current gen of systems if part of your platform is that the PS3 is the only one with parallel processing. Put it in the barn, you've already lost.
TheStripe's Avatar - Comment posted on 05/24/2007 10:12
TheStripe
@aborto - Check from Sony finally cleared. Now it doesn't have to be profitable at retail to be profitable for Hideo.
Crunshii's Avatar - Comment posted on 05/24/2007 11:12
Crunshii
@TheStripe

dude your a joke lol, "swaping dvd's is faster than load time" wow just wow... well thats some awsome loading technology, I mean I thought we left that at last-gen PS1-2, but if Xbox360 going that way then you actually seeing their limit.

You should read your post and BlackDove's and see which one makes more common-sense.

Another comment I heard a while back was that MGS4 creator, Hideo said:"I would like to use the 50gig blu disk for MGS4, for sound, cinematics and seemless maps" Now if he said that, what are you going to say? that hes a fruit cake? or get MGS4 in the 15 disc dvd xbox edition? (Swapable technology!) cant wait till developers actually start making real next gen games. M$ gonna have to release 720 by 2009 to compete.
brad drac's Avatar - Comment posted on 05/24/2007 12:40
brad drac
-> Crunshii: Seeing as disc swaps are usually one time affairs, the combined load times of bluray discs would be far slower, seeing as it has to be done every time the game/a level is loaded. You also make the erroneous assumption that blackdove's reasoning is based on fact, which it isn't really.

-> BlackDove: This is an uncompressed image:


This is a compressed jpeg(via discrete cosine transform, huffman encoding, differential encoding and quantisation, both perceptual and lossless redundancy elimination):


The compressed jpeg is almost a tenth of the size, but if you were to say you could see any difference at all, you would be a liar. I could actually compress it further without any perceptual loss, but I think this makes my point. Using uncompressed textures or sounds is extremely wasteful of every resource on a computer. Compression technology is very advanced, and not wanting to use it is like making 5 plates of food for dinner, and throwing 4 away.

Why should developers have unique assets for each building? That too is wasteful of resources. Will it really destroy your immersion that much by having the same rug and chairs in a skyscraper as in an adjacent office building? Also, the size of an object doesn't have any noticeable baring of the amount of space it takes on disc, it's all about the complexity. Seeing how easy it is to model a skyscraper, most likely by duping most of the floors, the size would not actually be that large. Continuing your example of GTAIV, bluray would actually be a detriment to the seamless nature, due to lower read speed, meaning more data would have to be stored in memory at a time.

The main reason rockstar were pissed about the 360's architecture was that the presence of a HDD could not be ensured, meaning they'd have to code the game without any virtual memory. This is actually a huge failing of the 360 in my opinion, but it's got nothing at all to do with bluray. The fact of the matter is DVDs can hold more than enough models, textures and sounds for almost any game. The only game for the 360 I've heard of needing 2 DVDs was blue dragon, but that is entirely because of all the FMV in it, which are not going to be in GTA4 at all. Flight sim is so large because of the enormous amounts of ground textures required, an amount utterly incomparable in scale to GTA, no matter how big it is.

Finally, the 360's processor is bloody fine. This is an alienware ALX aurora. It is an absolutely top of the line gaming PC. There is nothing the ps3 can do that it can't replicate or improve upon. The 360's xenon cpu smokes the ALX's athlon 64. Like I said, the graphics card is far more important for the amount of shit going on on screen than the CPU. Like I also said, the 360's GPU is actually marginally better than the ps3. They are equivalent systems. The end.
BlackDove's Avatar - Comment posted on 05/24/2007 18:10
BlackDove
The 360 is struggling with Crackdown. That's how great its CPU is. It can't process the amount of detail needed per frame, so it nosedives when there's a lot happening on the screen at once. Sort of a let down when you've reached the limitation of a console after your first year.

Your JPG point is totally correct. However, it doesn't quite work that way in reality. Other than the fact that game libraries use other formats for the textures, higher polygon models take more space obviously, and the bit rate for audio (and *gasp* video, unless you want youtube quality), no matter the compression, the higher the better, and for high quality audio or video, you need a good amount of space.

But that's not the point. The point is the quantity. Of course the PS3 has more space for quality. The point however is that it has more space for quantity. More GAME. It's not that you're re-using textures and models for a rug and chair in the adjacent room. It's that there is no space left to MAKE the adjacent room or the skyscraper itself because of the limit reached on the drive. The models don't exist on the Xbox. The rest of the game is taking up 4.7 gigabytes. The skyscraper is in the 800th megabyte range out of 4.8 gigabytes. Or 5.2 gigabytes. Or 22.6 gigabytes. Get it? Less game.

You actually sort of proved my point by mentioning that Rockstar was miffed about HDD support for the Xbox. Why do you think the HDD is needed for the game? To set up the library or to extract from a compression that can't be read directly from the DVD?

It's extra space. Space the DVD doesn't carry. Hence, you need to water down the content for your game. Instead of needing to get into a skyscraper to kill a boss of a corporation, you'll learn where his home is, and kill him in his 3 room apartment, simply because there's no ROOM to put the skyscraper into the game. All you have room for is an apartment.

Just a stupid example of course. If I gave it more than 5 minutes thought, I assume I could come up with a better one, but then again I know that you can as well.

The reason Blue Dragon is the only game is because it's just starting - the need for more space. It's because of the new generation of data processing and quality. Your Xbox 1 games don't have nearly the same quality as your Xbox 2 games. Mass Effect suffers the same issue. The PR guy called the devs "Wizards" because they're keeping it on one DVD only. Ten to one that what they did to keep it on one DVD was cut content that will take place on the second or third Mass Effect game.

As far as the CPU, the Xbox's CPU is pretty great. But not good enough, which is why you state that the graphics card is much more important than the processor. And while that's true, there's still a fact that the CPU depending on architecture, can help a lot with the type of things going on the screen, and that the architecture for the Cell beats the shit out of the Xenon on that one. You can have all the "The End"'s you want. Still doesn't change facts.
brad drac's Avatar - Comment posted on 05/24/2007 21:52
brad drac
I haven't played crackdown, so I can't comment on it specifically, but you can not declare any faults of a system based on a single game. If it suffers from slowdown, then it's because it wasn't adequately optimised. Does the fact that the ps3 version of fear has an inconsistent framerate mean the cell is inadequate? Of course not. Calling crackdown the limit of the 360 is just moronic.

The jpeg example was just that, an example. There are equivalent techniques for pretty much all types of media. Mp3s at 192kbps are almost perceptually identical to equivalent wavs. With video, not only can jpeg compression be applied to every frame, even more redundancy can be eliminated based the fact that for 99% of frames, the preceding and following frames are largely identical, which means most of that information can be discarded. Sure, you can always have better quality, but if it's beyond the range of human perception, it's purely masturbatory.

As for most of the dvd being taken up by "the game", what are you basing that on? I'm assuming by the game, you mean the code to make everything do stuff, in which case it most certainly does not take up most of the disc. Code is small, very small. It's just compiled binary machine code, the most compact data type available. If you replace all the models and textures with monochromatic cubes and the sounds with procedural midi bleeps, most "next-gen" games would probably fit on to a couple of floppy discs. With clever recycling of assets and primitives(even though an abundance of each is quite possible on a DVD), disc space should not be a problem. The only reason there would be less game on a dvd than a bluray generally speaking is developer laziness.

The reason rockstar were pissed about lack of HDD on the 360 was because they were developing it originally for a system that was guaranteed to have one. Changing something like that is a pain in the ass.

Blue dragon is the only game because of the HD FMVs. FMVs are becoming redundant now that in game graphics are so phenomenal. I don't anticipate that being too much of a problem for the 360, considering the japanese use them more often than western developers, and I don't think the 360's ever going to have a huge contingent of eastern content. Mass effect is actually a good example of my point about clever use of the space available. If the hype blurb is to be believed, the game is enormous, scanning numerous explorable planets, with fully voiced, dynamic conversations, as well as being pretty damn nice to look at. See also, elder scrolls oblivion.

What exactly is the 360's cpu not good enough for? Give me an example of something the 360 can't do because of only having a measly 3*3.2ghz CPU. The reason I said GPUs are more important for graphics than CPUs is nothing to do with the cell at all, it's because it's bloody true.

If you think I'm saying the ps3's specs are in some way crappy or something, you're completely misinterpreting what I'm saying. My point is that the 360 is a lot more powerful than gamers give it credit for. The ps2 was the least powerful of the big 3 last generation, but still produced some amazing looking games, like shadow of the colossus or GoW2. If the bluray drive didn't drive the price of the console sky high, I wouldn't be complaining about it. Before you call me cheap or poor, it goes beyond my own wallet. If the price is too high, people won't buy it(see NPD figures). If people don't buy it, publishers don't support it. If publishers don't support it, it doesn't get games, and that's the only way it can actually fail as a system.

If you want an interesting unbiased take on the present state of the console wars, n'gai croal has a damn good discussion on it all. It's a good read.
pixelsword's Avatar - Comment posted on 05/26/2007 10:02
pixelsword
it only makes sense to go PS3 first...

...Factor 5’s Julian Eggebrecht already said that the reason ports suck when goint to the PS3 is because they design for the PC and/or 360 first then port it over: doing it that way is butt backwards because of the asymmetrical architecture of the PS3. EVERY game that was brought to the PS3 first and then to other systems AWLWAYS resulted in excellent ports(like Virtua Fighter). It's it RARE when it's the other way around, unless the programmers actually took their time, like Oblivion (altough Oblivion had better draw distance on the PS3 and better graphics than the 360). Every thing else like F.E.A.R. and others sucked because of the difficulity of retooling the game for the PS3.

Oh yeah; n'gai croal's article sucked donkey dong.
pixelsword's Avatar - Comment posted on 05/26/2007 11:33
pixelsword
The 360 does not have enough space for high quality games nor the processing ability

...Mark my words: all games of splendid quality for the 360 will be short, then levels will be shamelessly tacked on through XBL, all the while lying to everyone about disk size. Gears of War should've been the first signs of the High Quality/Low levels quandry. Lost planet was also short, but the quality was also really fine. Halo 3 (or should I say Halo 2.5) is proving my point: the beta's quality falls way short of Gears and barely above Halo 2 but yet the boards are larger and the action moves faster. Compare that to Lair's ability to have a board the size of 32x32 relative miles, boards that are 20,000 feet high, draw distance that spans miles, progressive mesh, smoke and particle effects, 1080p, realtime lighting effects, water moving in the background with a solid framerate and the size of one level probably would strain on both the Xenon and the DVD-9. Resistance: Fall of Man has already been proven to be about 22 gigs with more and bigger levels than Gears
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