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jrpgliker

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#1 jrpgliker
Member since 2006 • 663 Posts

preview

The story is called Too Human because all the other gods are constantly telling you that you're not upgraded enough, that you're too human, and so you need to upgrade yourself in order to compete against the menace of machines

and the action system looks complex

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#2 jrpgliker
Member since 2006 • 663 Posts

from IGN preview

The story is called Too Human because all the other gods are constantly telling you that you're not upgraded enough, that you're too human, and so you need to upgrade yourself in order to compete against the menace of machines

 

The skill tree is probably the most complex one we've seen out there and if anything we're a bit concerned that maybe it's too complex. It's got a lot of options and we don't want to overwhelm people with it. The fear of that is that we want this to be accessible to everyone, but our one relief is that when World of Warcraft came out and was so widely accepted with its skill trees, that set us at ease a bit. We said, 'okay, people can deal with this stuff,'" says Dyack.

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#3 jrpgliker
Member since 2006 • 663 Posts
Square Enix: 'Fabula Nova Crystallis Final Fantasy XIII nicht exklusiv für PS3 und Handy'

17.04.07 - Im australischen PlayStation Magazine hat sich Motomu Toriyama von Square Enix über die Serie Fabula Nova Crystallis Final Fantasy XIII geäußert.

Darin sagte er, dass die Reihe Fabula Nova Crystallis Final Fantasy XIII nicht exklusiv für PlayStation3 und Handy veröffentlicht wird. Sie würde sich auch nicht nur auf drei Titel beschränken. Bislang wurden Final Fantasy Agito XIII (Handy), Final Fantasy XIII Click Picture (PS3) und Final Fantasy Versus XIII (PS3) angekündigt.

Source: http://www.gamefront.de/
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#4 jrpgliker
Member since 2006 • 663 Posts

the funny thing is AM2 STAFF said when the port VF5 on ps3 , they already used the full power of cell .( 1 ppe and 4 spe, sorry, they said other 3 spe can't be used , because that downgrade the ppe performance.)

:lol:

 

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#5 jrpgliker
Member since 2006 • 663 Posts
[QUOTE="jrpgliker"]

I just read another 3 party game dev

look what he said

quote

And we've started working on the PS3 port of our game a week back and what a clusterf*ck it's turning into.

Sony really has to do some reaching out to third party Dev's with it's support REAL soon or else things will be looking pretty bleak.

We're a massive company by all standards and if we're taking it in the teeth like this I can only imagine what the smaller houses are going through.

And that bit about starting on the PS3 then doing the 360 version is rubbish.
Both technically and in terms of realistic pipeline costs.
Getting something up and running quickly using the friendlier tools is key to prototyping early large scale products these days.
It just doesn't make sense to tackle full on headaches when you're still testing the waters.

asdasd

No offense, but that probably means they're a !@#$% dev. Team Ninja said the PS3 isnt too hard to dev for once you get the hang of it and that the people saying that are just makeing excuses. You dont see SE, Factor 5 , Team Ninja , etc. complaining. In the words of Yosuke Hayashi "Shut up and make your games" 

how fanny is NG for ps3 is ported from the original xb , even not xb360.

I remember when those multi ps3 games sucks , cows always said that's because ps3 is difficult to handle.even phil harrison said so.

but now why they don't use those excuse at all? :lol:

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#6 jrpgliker
Member since 2006 • 663 Posts
[QUOTE="Mystery_Writer"]

Lair developer (Factor 5, a very close Sony partner) politely points out how the PS3 is the lowest common denominator.

"Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?

A: You'll have a hard time if you port without having a PS3 game in mind when you created the 360 version.That is where a lot of complaints are coming from.

They [developers] created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise.

The PS3 is all about streamlining about the two different memory pools. They are separate. You don't have to do tiling because you don't have an embedded frame buffer."

No unified memory (i.e. the 256 MB memory limitation on the PS3), and no embedded memory (lack of embedded 10MB framebuffer on the PS3), makes it difficult for developers to port from X360 to the PS3.

"All of these advantages of the PS 3 turn into disadvantages if you don't start making your game on the PS 3. Hence the griping."

Unlike X360, the PS3 has 1 out of 3 architecture advantages for developers, and that is multicore (not counting bluray as it's moot point for performance).

Whereas X360 has 3 out of 3 advantages for developers (multicore, embedded memory, and unified memory).

Hence if developers started writing their games utilizing only the multicore advantage (without utilizing the 2 extra advantages the X360 has over the PS3), then things will be fine for both the PS3 and X360.

But if they did utilize the 2 extra architectural advantage of the X360, then obviously the PS3 version will suffer greatly trying to compensate for the lack of those 2 extra X360 exclusive features.

"If you create first on the PS3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at all."

It's much easier to port from the PS3 to X360 cause the PS3 has no special hardware that X360 doesn't have already.

And then finally he goes onto comparing the PS3 limitations to last gen hardware limitation.

"yes we spent the last four or six weeks going through hell getting Lair into memory [when asked about PS3 memory limitation]. But then again, we were doing the same thing on Rebel Strike [a last gen GC title]"

So basically the PS3 is the console that will bring down graphics fidelity in multiplats because it's the lowest common denominator. (just like last gen with Xbox1 and PS2)

Developers now have to think of the PS3's limitations, adjust their engines accordingly to match the PS3's hardware, and then port with ease to the X360.

That's not coming from me guys, this is coming from Factor 5, a very close Sony partner. (link)

 

P.S. I own all 3 current gen consoles :)

deadmeat3171

he's not saying the ps3 is the lowest comon donominator he's saying its easyer to port from ps3 to 360 than the other way round

 

RIGHT, AND IT'S DIFFICULT TO PORT FROM XB360 TO PS3 WITHOUT downgrade graphics.

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#7 jrpgliker
Member since 2006 • 663 Posts
[QUOTE="R-Dot-Yung"]

[QUOTE="Squall_Griver"]so now their gonna port PS3 games to 360 YAY!!!Radeon_X1950XTX

haha, ahh good stuff good stuff


bioshock originally on 360
assassins creed originall on 360
Brothers in arms originally on PC
many games are orignally on pc, or 360....

ps3 is not looking good.

pc to 360, easy
360 to pc easy
ps3 to pc easy
ps3 to 360 easy
360 to ps3 hard
pc to ps3 hard 

LOL!

almost agree.

but ps3 to pc is easy?

 

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#8 jrpgliker
Member since 2006 • 663 Posts

NOW  I began to doubt

http://blogs.mercurynews.com/aei/2007/04/qa_with_factor_5_chief_julian_eggebrecht.html

"Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?

A: You'll have a hard time if you port without having a PS3 game in mind when you created the 360 version.That is where a lot of complaints are coming from.

They [developers] created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise."

No unified memory (i.e. the 256 MB memory limitation on the PS3), and no embedded memory (lack of embedded 10MB framebuffer on the PS3), makes it difficult for developers to port from X360 to the PS3

"If you create first on the PS3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at all."

"yes we spent the last four or six weeks going through hell getting Lair into memory [when asked about PS3 memory limitation]. But then again, we were doing the same thing on Rebel Strike [a last gen GC title]" 

 

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#9 jrpgliker
Member since 2006 • 663 Posts

I just read another 3 party game dev

look what he said

quote

And we've started working on the PS3 port of our game a week back and what a clusterf*ck it's turning into.

Sony really has to do some reaching out to third party Dev's with it's support REAL soon or else things will be looking pretty bleak.

We're a massive company by all standards and if we're taking it in the teeth like this I can only imagine what the smaller houses are going through.

And that bit about starting on the PS3 then doing the 360 version is rubbish.
Both technically and in terms of realistic pipeline costs.
Getting something up and running quickly using the friendlier tools is key to prototyping early large scale products these days.
It just doesn't make sense to tackle full on headaches when you're still testing the waters.

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#10 jrpgliker
Member since 2006 • 663 Posts

the intesting thing is :

even the dev of lair tell you the disadvantage of ps3 , but cows still don't believe :D