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The Great Hippo wrote:Arguing with the internet is a lot like arguing with a bullet. The internet's chief exports are cute kittens, porn, and Reasons Why You Are Completely Fucking Wrong.
Dauric wrote:The "anti-used-games" bit is probably part of it, but the PS3 has been having problems with newer games like Fallout: New Vegas and Skyrim because although it has the same amount of memory as the XBox360, the memory is split half and half between video processing and other game engine tasks, where on the 360 developers can re-allocate the whole block of memory to either task as they see fit. Grand upshot (at least the article that I read) is that on the PS3 loading and saving game data takes longer.
AvatarIII wrote:Dauric wrote:The "anti-used-games" bit is probably part of it, but the PS3 has been having problems with newer games like Fallout: New Vegas and Skyrim because although it has the same amount of memory as the XBox360, the memory is split half and half between video processing and other game engine tasks, where on the 360 developers can re-allocate the whole block of memory to either task as they see fit. Grand upshot (at least the article that I read) is that on the PS3 loading and saving game data takes longer.
That's only the problem with multi platform games, PS3 exclusives which are designed specifically to make the most of the PS3s memory structure look and run just as good as any Xbox/PC exclusives.
if games were designed for PS3 and then ported to Xbox/PC, we wouldn't have these problems on either system.
The Reaper wrote:Evolution is a really really really long run-on sentence.
Game_boy wrote: ...since the console can't differentiate itself graphically from a PS3/360 (kinda-realistic graphics have been stagnant at that for years, sure it has more pixels but it's no PS1 -> PS2 -> PS3 kind of leap)...
Game_boy wrote:So it has an x86 AMD CPU and GPU. How is this not just a PC in a box with a Sony logo on it?
If they charge $599 again (or indeed anything over $250) it won't sell until they slash prices to that level, since the console can't differentiate itself graphically from a PS3/360 (kinda-realistic graphics have been stagnant at that for years, sure it has more pixels but it's no PS1 -> PS2 -> PS3 kind of leap). And if they don't have an innovative interface it won't sell like a Wii or a DS. Pushing 3D will make it sell like a 3DS (bad). Not having any distingusihing features combined with a high price will make it sell like a Vita i.e. completely dead.
Console companies need to realise that hardware doesn't sell, games do. Not having games people want for the first year of release (3DS, Vita) means it doesn't sell; giving up supporting a console prematurely (Wii*) means it will drop off sharply.
*2009's Wii Sports Resort and NSMB Wii were the last serious attempt by Nintendo to support the Wii. Other kinds of games they make for it like Galaxy 2/Zelda SS aren't bringing in new people. They need to get back to their core market of sports/fitness/party games and give up on these expensive Zelda and Mario outings.
Dauric wrote:The thing about this is that we've hit a point in 3D gaming graphics that the bottleneck isn't how many polygons a video-card can push per second, that's been growing by leaps and bounds for the last two decades. The bottleneck is how many polygons a 3D modeler can create per hour, how many pixels they can texturemap per hour, how many lights they can rig per hour, how many Animation Bones can they rig per hour, etc. etc, etc. The computers can push terrifyingly realistic graphics, -if- you can afford to have enough employees to build those graphics. With console game prices effectively capped at $60 I doubt that we're going to see a serious pressure to vastly increase graphics capabilities in the near future.
Ghostbear wrote:Dauric wrote:The thing about this is that we've hit a point in 3D gaming graphics that the bottleneck isn't how many polygons a video-card can push per second, that's been growing by leaps and bounds for the last two decades. The bottleneck is how many polygons a 3D modeler can create per hour, how many pixels they can texturemap per hour, how many lights they can rig per hour, how many Animation Bones can they rig per hour, etc. etc, etc. The computers can push terrifyingly realistic graphics, -if- you can afford to have enough employees to build those graphics. With console game prices effectively capped at $60 I doubt that we're going to see a serious pressure to vastly increase graphics capabilities in the near future.
Well, there's still a lot that more powerful hardware can do for those situations (two easy examples: most textures are made at higher resolutions than we get in game, and are downsampled for the game itself. There'd be little extra work to use those with more powerful hardware. Or, memory limitations frequently force developers to make some complicated level design stuff. With more RAM, you can skip having to spend time coding in workarounds.) just developers/publishers aren't willing to stop at just the gains they can get from that. Someone else will go the full distance, and then it'll make their game look bad for marketing purposes.
All the same, I'll be glad when the next generation gets here, because it'll mean cross platform PC games will stop having their level design dictated by Uncle 360 with his 512 MB of RAM. It'll also be interesting to see if the x86 rumor is true. I never understood why Sony and Microsoft both used processors that were really terrible fits for gaming. Cell in particular didn't make much sense. Well, actually I sort of understand why Sony made that decision, as they were hoping to shoehorn Cell into everything at that time, and shoving it in the PS3 would help them ramp yields up and get costs down for that eventual "shove into everything" time, but it was a poor decision for the console itself.
Dauric wrote:You're still focused on hardware. I'm talking about man-hours. Not having to code workarounds is a relatively small expenditure of effort and texturemap sampling running in real time is a hardware issue. I'm referring to the time some guy spends making $XX.xx and hour plotting vertices in 3D space, checking that the rendered surfaces all face outside the model, rigging bones to the model, setting movement limits on each bone and editing large bitmap files that put textures on the models. Also placing lighting, arranging volumetric and particle effects, etc. etc. etc. Better hardware doesn't significantly change the amount of time it takes to build, texture and rig for animation a 3D model from 2D concept art, these are pretty much limited by the skill and available man hours of the art team.
Dauric wrote:AvatarIII wrote:Dauric wrote:The "anti-used-games" bit is probably part of it, but the PS3 has been having problems with newer games like Fallout: New Vegas and Skyrim because although it has the same amount of memory as the XBox360, the memory is split half and half between video processing and other game engine tasks, where on the 360 developers can re-allocate the whole block of memory to either task as they see fit. Grand upshot (at least the article that I read) is that on the PS3 loading and saving game data takes longer.
That's only the problem with multi platform games, PS3 exclusives which are designed specifically to make the most of the PS3s memory structure look and run just as good as any Xbox/PC exclusives.
if games were designed for PS3 and then ported to Xbox/PC, we wouldn't have these problems on either system.
Except the developers have shied away from 'Exclusives' in that multiplatform games reach a broader audience. Mass Effect 1 was an XBox exclusive, 2 and 3 are both multiplatform. Saints' Row 1 was XBox exclusive, 2 and 3 are multiplatform. Developing for the PS3 has always taken longer than developing for the XBox or PC so building exclusives for PS3 to take multiplatform to XBox and PC means your budget has to stretch out longer and returns are delayed.
When PS3 first came out they did the memory partitioning to improve performance, and at the time it worked. Problem is that the technique hasn't aged well as games have gotten more ambitious.
AvatarIII wrote:[...] the Xbox was too similar to the PS2 and therefore games started being multi platform [...]
Dauric wrote:The "anti-used-games" bit is probably part of it, but the PS3 has been having problems with newer games like Fallout: New Vegas and Skyrim because although it has the same amount of memory as the XBox360, the memory is split half and half between video processing and other game engine tasks, where on the 360 developers can re-allocate the whole block of memory to either task as they see fit. Grand upshot (at least the article that I read) is that on the PS3 loading and saving game data takes longer.
yurell wrote:We need fewer homoeopaths, that way they'll be more potent!
KnightExemplar wrote:http://www.joystiq.com/2012/03/06/ninte ... -outperfo/
The 3DS is doing better than the original DS, which is saying something especially when its competing against the new market of Smartphones and Ipads.
Pushing for 3D content might not be a bad thing. Furthermore, it was those "expensive Mario Outings", Mario Kart 7 (>5 Million Sales) and Super Mario 3D Land (Also >5 Million Sales).
Also, Legend of Zelda Skyward Sword was the fastest selling Zelda game of all time. As a near-end of life Wii Title, its definitely injecting life into the Wii.
IMO, Nintendo's core audience has always been the Mario / Zelda players like me. They've managed to suck money out of the video game fad of cheap crappy games like Wii Sports long enough. I'm happy to see Nintendo's return to serious games.
Frankly, Nintendo can't compete against the IPad/Androids when it comes to cheap $1 games that hold your attention for 20 minutes before you put it away forever. Any damn programmer can write up Fruit Ninja in a weekend and sell it for $1 on ITunes. Hell, there are pretty damn good bowling clones available on any smartphone. However... it really does take a large and creative team to create the next Mario or Zelda game.
As for graphics: PCs have reached the holy grail of 1080p. Consoles are not powerful enough to do this yet. If you've ever played a game on PC at 1080p and compare it to XBox / PS3 720p... you'll notice that the PC games just look better. Right now, the graphics crowd has all gone to PC because 6+ year-old consoles can't compete.
The Reaper wrote:Evolution is a really really really long run-on sentence.
Iulus Cofield wrote:I understand why they want to do away with used games though.
The Reaper wrote:Evolution is a really really really long run-on sentence.
Game_boy wrote:So it has an x86 AMD CPU and GPU. How is this not just a PC in a box with a Sony logo on it?
Game_boy wrote:Are you happy to see Nintendo in the red for the first time in 100 years? Coming off of the most profitable company per employee in the world at the height of the Wii and DS social/casual games boom? They should have stuck to that, they were making lots of money. I HATE those games but that's what they should be doing.
Endless Mike wrote:(PowerPC CPU and AMD GPU - incidentally, the same architectures as the Gamecube and Wii)
Ghostbear wrote:AvatarIII wrote:[...] the Xbox was too similar to the PS2 and therefore games started being multi platform [...]
I'm not sure under what sense you're making that comparison. Hardware? The PS2 and the Xbox had hugely different hardware, and even underlying software too. Hardware capability? The Xbox was much closer to the Gamecube as far as its processing abilities were concerned. Market share? Again, much closer to the Gamecube. Target audience? Most reports I read indicated that Microsoft took far more potential customers away from Nintendo than they did from Sony.
They made it into a 3 player market, which combined with rising development costs, did encourage the shift to multi-platform, but none of that had to do with the Xbox being similar to the PS2.
AvatarIII wrote:That's what I saad getting at when I went on to say that it wasn't similar enough, but compared to the difference between the PS1 and N64, they were relatively similar, in the same ball park in power, and both used same storage media.
The N64 on the other hand was much more powerful than the PS1 but the PS1 had a much higher capacity for the size of it's games, multi platform games were completely out of the question in that generation.
Also, Legend of Zelda Skyward Sword was the fastest selling Zelda game of all time. As a near-end of life Wii Title, its definitely injecting life into the Wii.
No, Zelda has never moved console. It's irrelevant.IMO, Nintendo's core audience has always been the Mario / Zelda players like me. They've managed to suck money out of the video game fad of cheap crappy games like Wii Sports long enough. I'm happy to see Nintendo's return to serious games.
Are you happy to see Nintendo in the red for the first time in 100 years? Coming off of the most profitable company per employee in the world at the height of the Wii and DS social/casual games boom? They should have stuck to that, they were making lots of money. I HATE those games but that's what they should be doing.
As for graphics: PCs have reached the holy grail of 1080p. Consoles are not powerful enough to do this yet. If you've ever played a game on PC at 1080p and compare it to XBox / PS3 720p... you'll notice that the PC games just look better. Right now, the graphics crowd has all gone to PC because 6+ year-old consoles can't compete.
The graphics crowd is tiny but vocal. Actually graphics were already good enough for immersive 3D games by the time of the PS2. At that point no dev could say graphics were holding back the world they wanted to create. Everything since then (1080p) is worthless paper-only numbers.
Also graphics are too expensive for gaming to support. If an "AAA" title doesn't sell 2m then the studio pretty much goes bust because the graphcs and cutscenes are so expensive. The return for that investment isn't worth it, they should be going 2D or simple/cartoony 3D.
TM: Well, when making a 2D fighting game these days, people tend to do almost all the work using 3D models, which usually ends with them saying, "Well, why don't we make the whole game 3D, then?"
For me, the graphics in a 2D fighter have to retain that hand-drawn feel, no matter what technology is being used. So, even if we're starting out with 3D models, we have to go back over them by hand, and make them come alive that way.
Ghostbear wrote:AvatarIII wrote:That's what I saad getting at when I went on to say that it wasn't similar enough, but compared to the difference between the PS1 and N64, they were relatively similar, in the same ball park in power, and both used same storage media.
The N64 on the other hand was much more powerful than the PS1 but the PS1 had a much higher capacity for the size of it's games, multi platform games were completely out of the question in that generation.
No, the hardware between the PS2 and the Xbox were amazingly different. The Xbox was, hardware, a PC in a box, pretty simple with nothing outlandish about it. The PS2 was based off the emotion engine, which was one of the most difficult sets of hardware to code for in the history of video game consoles. It was the CPU and GPU and many functions of the north bridge all glued into a single package, and if I remember correctly, had one of the most infuriating clocking systems ever devised by man. The PS1 and N64, while each having fairly different hardware, didn't have hardware that was that wildly different.
Computational capability, sure, they weren't that far off. But the GC and the Xbox were even more comparable to each other. With the exception of the fact that the GC didn't use DVDs, it fits all of the other qualifications at least as well, if not better, as the Xbox does. I'll say it again: the cause was the market being fractured even more combined with rising development costs. An AAA game could no longer reliably and consistently make enough profit off of a single console anymore -- only certain AAA games could get away with that anymore, instead of all of them. The specifics of the Xbox's hardware doesn't factor into this equation at all.
The Reaper wrote:Evolution is a really really really long run-on sentence.
Game_boy wrote:No, I'm literally advocating for a return to SNES graphics for 2D and GC graphics for 3D. Those were good enough and much cheaper.That is getting off the point of this thread though.
The problem with Sony going for a very PC like box is that by 2013 even the lowest of low end PCs will have great graphics (Llano, Sandy Bridge or Brazos on-die graphics). I don't think PCs will displace consoles or anything, but the console that will win (profitability not unit sales) will differentiate itself from a PC the most.
Vanzetti wrote:There is something I don't quite understand. Why must realistic games always cost so much? I mean, it's not like you have to draw everything from scratch with every new game you produce. if you made a model of a human being, with all the bones, textures, moves and gestures, its stays with you forever. Next game you just need to improve it. The same goes for every other object.
How wrong am I?
Vanzetti wrote:There is something I don't quite understand. Why must realistic games always cost so much? I mean, it's not like you have to draw everything from scratch with every new game you produce. if you made a model of a human being, with all the bones, textures, moves and gestures, its stays with you forever. Next game you just need to improve it. The same goes for every other object.
How wrong am I?
Game_boy wrote:The problem with Sony going for a very PC like box is that by 2013 even the lowest of low end PCs will have great graphics (Llano, Sandy Bridge or Brazos on-die graphics). I don't think PCs will displace consoles or anything, but the console that will win (profitability not unit sales) will differentiate itself from a PC the most.
KnightExemplar wrote:Vanzetti wrote:There is something I don't quite understand. Why must realistic games always cost so much? I mean, it's not like you have to draw everything from scratch with every new game you produce. if you made a model of a human being, with all the bones, textures, moves and gestures, its stays with you forever. Next game you just need to improve it. The same goes for every other object.
How wrong am I?
Dauric makes a strong point about the AAA games. On the other hand, there are also the cheap games that he ignored.
Dauric wrote:KnightExemplar wrote:Vanzetti wrote:There is something I don't quite understand. Why must realistic games always cost so much? I mean, it's not like you have to draw everything from scratch with every new game you produce. if you made a model of a human being, with all the bones, textures, moves and gestures, its stays with you forever. Next game you just need to improve it. The same goes for every other object.
How wrong am I?
Dauric makes a strong point about the AAA games. On the other hand, there are also the cheap games that he ignored.
Well, I ignored the cheap games because the question was rather explicitly about games that cost a lot.
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