CVG: Leading on PS3 for Vanquish was right decision, says Resi man
Of course it was the right decision. The voice cast, however, is suspect. That trailer had some shitty (but hilarious) dialog.
hilarious in a bad way.
its also a success as an exclusive platform :P think about it
Ha im sure it was
"it's the spiritual successor to Resident Evil 4, Mikami's Vanquish is very promising indeed" What?!? How is Vanquish a spiritual successor to RE4? The gameplay trailer looks nothing like RE4!
Conloles, you should stop acting like a PC elitist and just come out and tell everyone, you are in fact a 360 fanboy. You make real PC fans like Pandamobile or solar look bad. @Mooey, who knows perhaps they pull a Kojima on us? @Wrathman: So your saying Burnout Paradise, Dead Space, and others where PS3 is better is not worthy?
Game looks interesting but I am still to be impressed.
Cool that means both consoles get an identical version contrarily to when 360 is the lead platform.
Anyway, can you name several games, where PS3 was lead platform and x360 version was identical to PS3? =) Because, so far, all games on which platform they were primary developed, run better, than on ported platform, and that doesn`t matter, which platfrom was lead.
@CrazzyMan Burnout: Paradise Mirror's Edge Devil May Cry 4 Dead Space (AFAIK) Here you go.
Putting aside the biggest offenders Bayonetta and RDR I would say PS3 multiplat games are up to par nowadays. Third party devels are starting to use the SPUs to some extent (read Blur developer interview in Eurogamer), and it's a matter of time they learn the new techs being used by Sony studios. Regarding Vanquish, I like Platinum is humble enough no to say they are pushing the PS3 to its limit. Good they feel they are doing great. I guess those guys were totally scared by the PS3 arch. With more confidence and know-how things only will get better.
Shame it wont make use of spu, bluray, hardrive tho
Of course it will.Where did you get that from?Spus are heavily used since 2008 even in multiplatform games.You can take a look at latest interviews with Digital Foundry on what they are used for.Split Second devs used it for deferred rendering,triangle culling and post processing.The thing is that you have to use them the right way but to get more performance like Sonys 1st party but they are indeed used.How would ps3 handle games with just RSX and one crappy 360 like ppu with bad vector unit?It could not.
"How would ps3 handle games with just RSX and one crappy 360 like ppu with bad vector unit?" Are you slamming the 360?
If thats slamming than yes.Fact is,IBM cpus as far as desktop cpus go are no where near of that Intels and Sony and MS went for best and cheapest solutions they could get and that ppu in ps3 and 360 is quite bad on its own.In 360 that situation is handled by adding better vector unit(VMX128) and better cache control and on ps3 its handled the way that ppu gives jobs to spus but without spus ps3 could hardly run general code for normal games.They could never cram in physics,a.i,sound...on one ppu and that spus are just sitting idle,RSX could never be able to render games like RE5 and RDR on its own with one ppu for general code.Its just a general "attitude" that dates since 2006 that spus are not used.Then it was not really problem but now you cant live without spus doing traingle culling for RSX to take the workload of vertics or doing post processing.Take for example GTA IV,its INCREDIBLY technically demanding game,with hundreds of light sources in scenes,with dynamic day/night cycles,some awesome physics,particle effects,dynamic lightning and with all that its open world game.It would NEVER be possible to do that solely on ppu and RSX,forget about it. I mean,think for yourself.IF todays games dont use spus then 360 is very limited by ps3 cus in that way ps3 with one ppu and RSX AND bit less memory heavily limits 360 3 core cpu with considerably better gpu,with more memory and eDRAM.Of course thats not the case but you get the point,EVERY game uses spus.Does it use efficiently enough?Rarely but they use it. @below 8 threads in ps3 is not the same as 6 threads in 360.In ps3 its much easier to take full advantage of 8 threads then in 360 cus in 360 every ppu has 2 threads so you will lose efficiency on that part.Ps3 should not really be looked at 8 threads,rather one ppu and 6 spus.Write good engine where ppu gives spus jobs and make it parallelized and forget about threads.Just make sure spus get the data fast enough with no bottlenecks and you dealt with that.On 360 it would be harder but better to do similar to what Sony 1st party does.Make small chunks of data that run parallel and forget about old ways,one thread=a.i,second=sound processing...Thats old way where you lose alot of efficiency but its easier...
@shaman LOL big difference between post processing and being a fundamental and integral part of the games engine using 8 threads. Added to that you cant even make use of the gig shadow cache on the ps3 because of the 360 being hard drive less.
Oblivion was an open-world game with pretty advanced graphics and the PS3 version ran on just the PPU and RSX.
Agree with the blu-ray aspect (applies to all games). But this is Shinji Mikami we're talking here king of survival horror gaming right there. Don't doubt him for a second! -End statement
"If thats slamming than yes.Fact is,IBM cpus as far as desktop cpus go are no where near of that Intels and Sony and MS went for best and cheapest solutions--" *spits out coke* Seriously, just stick to talking about x86 solutions exclusively... PLEASE, for our sake.
Wrathman and conloles both have one star because they basterdize anything they dont agree with. Anything that is Sony of course so thats why their opinions dont really matter. Also its the reason why you see so many disagrees and very little bubbles all the time. Have fun getting you point out there guys >.>
Yes, please DO take note Rockstar.
It's not just R*, it's tons of other developers that choose the 360 as lead platform and then try to port the title over to the PS3. The outcome is always negative, but hopefully these companies will figure it out, before this generation is done, because I'm getting sick of their stupidity.
They won't. We'll all enjoy their continued trend of making PS3 owners aim/shoot with L2/R2. :( Except for Agent of course.
I got the custom triggers so it feels really really good. I'm looking at you Red Dead
I don't find L2 and R2 bad to use as shooting buttons
I can go either way L1/R1 or L2/R2 without any problem. When you play a lot of games, you have to be flexible to different button layouts. That is one the fun of playing video games IMO - mastering each game's particular control schemes.
We got approximately 8 hours to stop that from happening! We will stop that from happening!
And it's the first thing everyone heard in this game...
the gameplay is very fastpaced i like that : D
Intresting. looks like bayonetta 2 wont be crappy on ps3 :)
Nice! I love Mikami and Kamiya. Platinum is an amazing studio and I look forward to anything they put out.
@LeonSKennedy4Life I'am also a big fan , love there games .
"If we can get Vanquish to a certain standard on PS3, we can make Xbox the same," he said. Ohh that wont go down well around here...
I wouldn't worry, that one flew right over their heads.
No, it's pretty obvious that he's talking about Platinum having Xbox360 programming experience, and no PS3 experience (since they outsourced Bayonetta to Sega). If they can do a great job on the PS3 version, they already know the Xbox, so they'll make a great port of it. Nothing about power differences or whatever.
In context, he said that was because they were more familiar and comfortable developing on the 360, not because the PS3 is not as good.
Following that logic, anyone who has ported across with their own team from 360 to PS3 shouldnt have had issues either? Is that what your guys are saying? So only companies who outsourced ports have issues? Im just trying to understand the way you guys are looking at it. Not passing judgement on anything. @AKS Below so the quesiton would be why did Bayonetta when it wa sported, fail as well? Surely the team that ported it had some prior PS3 experience. I think it runs deeper than merley leanring code, I suspect ther eis some design decisions that have to be made somewhere along the produciton path that works better on PS3 than others. This is not a comment on power or anything, because power doesnt really come into it, its more about what you are doing and how you are using that power I suspect.
I am certainly not saying that. The conclusions you have drawn aren't making much sense to me. He said that they were more experienced and comfortable developing on the 360. It's pretty simple, really.
The key problem with the PS3 version of Bayonetta was that Platinum created a 360 title almost as though it was a 360 exclusive and then just handed over the code to SEGA and left them to deal with making it run on the PS3. That's just horrible planning. With Vanquish, although they are leading on the PS3 version, they are keeping both versions in mind from the start. The results should be much better than Bayonetta. I expect the final product to look pretty similar on both machines.
If you read the whole paragraph it's clear that you have left some facts out. "Earlier this year the Resident Evil creator explained the decision, stating: "The team know less about making games for PS3 than Xbox 360, so we thought the sensible thing to do was to make the game on PS3 first then move it over to Xbox. "If we can get Vanquish to a certain standard on PS3, we can make Xbox the same," he said." That ties directly into the Cliffy B. pullquote farce earlier in the week. Read the whole thing, understand it and then comment. It's not logic from one statement taken out of context, but a whole statement...
Would it not be easier just to say. "We figured out how to programm on the PS3 -yay for us?" Could they not do that anyway? Regardles sof whichever platform they choose as lead. And Criterion didnt know jack about the 360 when they started porting from PS3 to the 360. Why did that succed while others going the other way fail? I dont know the answers, I suspect its more complex than a simple answer, but it's interesting to note, it seems more diffuclt one way than the other. For whatever reasons.
Well, logically for Platinum they chose to make PS3 the lead platform since they already had experience with the 360. This way they could make the game on PS3 and learn more about PS3 development at the same time, I guess. As in Criterions case too, most developers say multiplatfrom development benefits from leading on PS3. It's easier to port to 360 than the other way as Bayonetta and many other multiplats have showed...
@mynd the 360s programming is quite similar to a PC and last gen consoles. So most devs already are familiar with it. Ps3 is a complicated POS. mainly due to the cell, Directly porting code from the 360 to the ps3 can lead to disasterous results. But if you can stomach the cell, it gives really good results- as ps3 exclusives have shown off.
Amen, little sister! Spread the word! Hope more devs realize this soon: ps3 should ALWAYS be the lead platform. There's no fanboyism in here, it's just 'cause, this way, there’s no losing for anybody. Ps3 to 360 ports are always on pair, its the 360 to ps3 ports that leave things unbalanced. Starting the development on ps3 is a nice first step to please greeks and trojans.
Makes great decisions. Makes great games.... including God Hand! YA KNOW IT! -End statement
Looks to be a very fast paced game! I think I might need to watch this one more closely. The lead platform being the PS3 just means a win for both camps imo.
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