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#181 |
Blu-ray Champion
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I prefer playing wiht a controller to. In fact I prefer playing with motion controlls for fps like the move with the new killzone. It just makes the game more immersive for me.
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#183 | |
Power Member
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The PS3 version of Battlefield 3 is currently performing better then the Xbox 360 version according to a DICE programmer working on the Frostbite 2 engine.
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#184 | ||
Blu-ray Knight
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let the 360 get a ps3 port of 'what it can handle' ala SF2, nba jam, MK series in snes/genesis days |
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#185 |
Blu-ray Guru
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Even if that happened I don't think it would be as bad as some previous cases. Wasn't the PS3 the lead platform for Frostbite 1.5? The devs should be very familiar with it.
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#186 |
Blu-ray Guru
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I'm sure he realizes this, but logic does not apply to Mr. Don. Nothing can stop his hating, he is an unstoppable hate machine. I <3 Don, you big angry guido
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#187 | ||
Power Member
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#188 |
Blu-ray Samurai
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#189 | |
Blu-ray Knight
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--------------------------------- TOPTUBE can you break down all that computer lingo for us 'not sophisticated in computer lingo' people? lol |
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#191 | |
Blu-ray Samurai
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Here is the actually press conf if you want to read up... http://publications.dice.se/ Last edited by RaijinUT; 03-09-2011 at 10:57 PM. |
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#192 | |
Power Member
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What does this mean for the PS3 version? Well first of all it means that BF3 on PS3 is going to look and run as good as possible. Maybe on par with exclusives. Before we go further, we first need to know a bit about how the PS3 works: Cell can do graphics work. We've always known this. Certain things it can do very very quickly. Relatively speaking, it can do those things more quickly than graphics cards or other CPUs. But offloading these tasks to Cell has not been widely adopted by multi-platform games because, well mostly because of lazyness in percieved difficulty (The PS3 has a series of very small but very fast caches directly dump to the XDRAM. XDRAM is plenty fast enough to dump and fill these caches, but since they are small this has to be very closely monitored. These caches need to be closely managed so that they are filled and dumped when Cell finishes one thing and is ready for the next. If they aren't filled and dumped at the right times, Cell idles because its caches aren't big enough to just keeping bringing in data. Really that makes a lot of sense and is the case with any memory management, but other systems generally just use a couple of large caches so they don't have to worry as much about dumping no longer needed data) and poor planning (I.E. if you don't start your project with this stuff in mind, its going to take you way longer to make it work later). In the end, this almost always ends up as specific, custom code which devs often just wright off because it seems to difficult/time consuming. The key areas that multi-platform games suffer on PS3 are shader complexity and lighting effects, but its because the RSX has a harder time with geometry (the basic pieces of 3D objects) than the other guys. So to make up for it in multi-platform games, they would often will scale back shader resolution and lightsources. This visual disparity between 360 and PS3 multi-plat games is less than ever, due to many devs planning their engines well, but the 360 versions still often run a bit better and sometimes have Anti-Aliasing. To have a good look at a dev that is still behind the curve on developing for PS3, just have a look at Epic's Bulletstorm comparisons. (its inexcusable). ----DICE has always been pretty good about keeping constancy across platforms in the overall visual results. But this time they are aiming from the beginning, to use the strenghts of the PS3 hardware. RSX has trouble with Geometry. Its fine at shading, but if its doing both at the same time it hurts both. Cell can do shader work and other things in the graphics pipeline, and often much more quickly. So offload shader work to Cell, since its faster we may as well do more complex shaders! Meanwhile, RSX is doing Geometry and textures, since it doesn't have to split its bandwidth and pipleline time between shading and geometry, its geometry fillrate can be optomized. At this point its unclear if the PS3 version will look better than the 360, but it should run better. Due to the speed of the Cell's SPUs, I'm inclined to think it may have a few effects that the 360 version will not. I guess we'll see. It also may mean that aside from DX11 specific effects (which aren't dramatic) and obvious resolution increases, the PC version may not look way different/better this time. Last edited by Toptube; 03-10-2011 at 02:54 AM. |
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#195 |
Power Member
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The PC version is probably still going to look significantly better. It is the lead platform this time and with DirectX 11 effects such as tesselation and soft shadows combined with much more powerful hardware that what's availiable in either consoles.
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#196 | ||
Power Member
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yeah guys, don't take my last comment too seriously. I wasn't trying to say THAT'S HOW IT IS. I fully expect the PC version to look much better, even before resolution bumps. But DICE HAS been hyping up the PS3 tech as well as universal engine upgrades like streaming and deferred rendering. And considering the PS3 version only has to render and track 1/3 of the players, well the visual gap may not be quite as large as BC2 was. |
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#197 | ||
Blu-ray Knight
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#198 |
Blu-ray Ninja
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We get it, any PC with the right Graphics card will out shine any console.
Last edited by 1blufan; 03-11-2011 at 02:48 PM. |
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#199 |
Power Member
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There would be no reason for the game to take up a 50GB BD or even a 25GB BD. Hell Killzone 3 I think takes up 9GB not including the pre-rendered cutscenes and extra language audio files. And all the Bad Company 2 cutscenes were rendered in-game.
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Tags |
awesomesauce, battlefield 3, battlefield bad company, dice, electronic arts |
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