[QUOTE="Bus-A-Bus"]
[QUOTE="sayonara89"]
Proof for that please, all I know is: E3 2008 - march 2010 premiere.
No tiling - better performance, and game still has worse FR than PS3 version. Tell this to bungie, they done very lazy porst and don't know how to tll :roll:
sayonara89
The game has EXACT the same frame rate as ps3,if you want to nitpick then 360 has actually higher.
"Unfortunately, the resolution reduction here seems to be all about converting across the PS3 engine as quickly and easily as possible, and that means accessing as much of the console's power with the lowest amount of aggravation. That being the case, it looks as though Square Enix was keen to maintain the entire framebuffer within the Xbox 360's 10MB eDRAM for optimum processing speed without the need to "tile" multiples of that 10MB into main RAM."
"Mirroring PS3 resolution and anti-aliasing would require two tiles, introducing potential performance bottlenecks on elements that occupy both tiles. This isn't really an issue for most cross-platform developers (Fallout 3 and DiRT 2, for example, use three tiles to accommodate superior 4x MSAA), but the only plausible explanation here is that Square Enix had issues getting Crystal Tools working on 360 and down-scaled the framebuffer as a result of that."
Again,you and i both know that Bungies last gen engine does not support tiling,same like UE2. :roll:
"To illustrate the improvements Xbox 360 brings to the table such as they are, here's a selection of clips put through frame-rate analysis. You'll see that while both versions can drop frames, it is the Xbox 360 version that is undoubtedly smoother on average. Minimum frame-rate is 26FPS on 360, and 20FPS on PS3. It's interesting to note that the character close-ups are seemingly no problem for the 360: 30FPS is maintained while PS3 struggles."
"The thing is, running in that single tile of eDRAM, Square-Enix has almost limitless bandwidth and enormous levels of fill-rate at its disposal. So it is extremely disappointing to note that the alpha-to-coverage interlace-****effect on the characters' hair remains in the Xbox 360 game."
http://www.eurogamer.net/articles/digitalfoundry-final-fantasy-xiii-face-off
Its EXTREMELY bad and rushed port that could not be possible on 360 till they announced it yet it still runs great...
Nope:
http://www.eurogamer.net/videos/digitalfoundry-final-fantasy-xiii-chapter-8-analysis-1?size=hd
http://www.eurogamer.net/videos/digitalfoundry-final-fantasy-xiii-chapter-11-analysis?size=hd
http://www.eurogamer.net/articles/digitalfoundry-final-fantasy-xiii-endgame-article
Yeah, this MUST be lazy and rushed port, but when PS3 gets worse versions of multiplatforms it's ok ;)
And really show me proof for development time of 360 version.
Yes,end game runs very bad so i heard but that does not change the fact that those scenes run better,it goes both ways.
Anyway...it started on ps3 as of 2006,ground up engine and then ported on to 360 in short time.Its AWFUL example,ps3 NEVER gets the same treatment.RDR was started development as ps3 exclusive,had 5 yrs to finish and 360 version looks superior,FF13 is more like bayonneta only it looks miles better.The fact that they used ONE tile and had UNLIMITED bandwidth to do a2c and they did not do it speaks volumes of port.
"Up to the trial demo version that was released [in April] in Japan, [FFXIII] was PS3-only in terms of development... The Xbox 360 version is definitely following after the PS3 version, but [we] were finally able to come to a point in the PS3 development where some of the staff could take their hands off and start programming the 360 version."
So lets say they started at the end of april with development and finished in beggining of 2010,its still about 8 months and thats super low for that big game.Also...they used bink for videos :lol: thats the stupidest decision some developer ever made...they probably knew not alot of people will bother with lower res cus it will sell tons of more on ps3 so who cares...
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