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NotAFanboy

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#1  Edited By NotAFanboy
Member since 2015 • 573 Posts

@sts106mat said:
@notafanboy said:
@sts106mat said:
@notafanboy said:

PORTING IS NOT THE SAME THING AS OPTIMIZATION!!!

Jesus, dude. How many times do I have to say it before it gets through your thick skull? If Activision left CoD:AW at 720p at single-digit FPS on the Xbone when they first were able to get the game running on the Xbone, that would still count as porting.

Porting just means getting a software running on a different platform. It has nothing to do with whether that port is running well or running badly, which is why we use they term "good port" or "bad port".

The issue I'm talking about is OPTIMIZATION, which is what the devs can choose to do or not to do after they've ported a software to a different platform. It's obvious, given the time-constraints and amount of developers, that the PS4 barely received any optimization, if at all. The Xbone, on the other hand, is getting years of optimization and thousands of coders.

"buh buh buh i wasn't talking about porting....."

and yet nothing you said in your first post was true, your lied, you bullshitted.

you are a liar and fanboy,

your post was picked apart and found to be just a figment of your deluded imagination.]

i hate liars.

I wont be replying again.

Someone got owned badly. Reread the part you quoted in the article. They were talking about the porting process, not about optimization.

My first post was entirely on optimization, so why the hell would you bring up the porting process? It's well-known the PS4 has a great API that makes porting from PC easy. Whether the devs choose to optimize or not has nothing to do with the discussion, and given insiders at Neogaf, devs are choosing NOT to optimize on the PS4 because it saves resources, which they desperately need for the Xbone version.

The PS4 is FAR stronger than your choice of plastic, so just accept it and move on. Just accept that PS4 with unoptimized code runs better than Xbone with optimized code.

nope, the only person who got owned, is you. you brought up the porting process. I read it in your original post which i destroyed. you said "read about how they ported" you then inserted a load of lies and bullshit.

you are an idiot liar and a fanboy.

you remind me of that ban dodging clown grenade launcher

I own both consoles and play and enjoy them both equally. man is must suck to be as butthurt and deluded as you are.

You can't be serious... What is your IQ? SAT score? I scored a 2210 on the SAT (710 R, 770M, and 730W).

The article's main point was about the porting process on the PS4. My main point is that the PS4 version barely received any optimization. Those are 2 separate points. I linked that article, because it conveniently proved that the PS4 received no optimizations, not because I wanted to show the porting process on the PS4, which is a separate issue. You seem to have an issue differentiating arguments, so I'm going to assume you scored no higher than a 600 on the SAT Reading section.

I said "read about how they ported", because that was the article's main point. Regardless of whether I used that clause or not, my main point has been on optimizations, not on porting.

It's very common for authors to say "Read about so and so" and describe a short summary of the source they're citing even if it has nothing to do with the main point of their own articles as long as there's a section in that article that proves their own main point.

Turn off your PC and head to the library. Your reading skills are severely lacking.

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#2  Edited By NotAFanboy
Member since 2015 • 573 Posts
@Snugenz said:

They deserved all the backlash they got from that E3 and hopefully this gen has been a humbling experience for them, like last gen was for Sony which led them to create the great PS4.

@notafanboy@Shewgenja Why are you posting on two accounts in the same thread, sloppy.

I see this board isn't short on conspiracy theories.

@whistle_blower: Funny thing is that online play subs, which MS started, is also biting them in the ass. Average console gamer will probably buy those subs, but there is no way they'll pay for 2. If a gen is 6 years long, PS+ will cost $300 while XBL Gold will got $360. That's ontop of the hardware costs. Given that the PS4 has more games, more quality exclusives, better multiplats, and a thriving multiplayer base, most of them will get the PS4 only. No way will they pay for 2. MS's greedy practices are biting them in the ass.

At first, I was against SONY charging for online play, but it's actually one of the main reasons why Xbone is flopping, so I now support it. If PS4 had free online play, it's probable that many gamers would have bought 2 consoles.

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#3  Edited By NotAFanboy
Member since 2015 • 573 Posts

@sts106mat said:
@notafanboy said:
@sts106mat said:
@notafanboy said:

So it's common for a platform to receive only 2 coders and 6 months of support in a AAA game-development cycle?

Either you're that clueless or you're lying to avoid facing the fact that the gap between the PS4 and your beloved plastic of choice is bigger than you initially thought.

My first post in this thread is the one that destroys your stupid post. I don't know about porting code because i am not a game developer, i wonder why you ignored the part which DF wrote in their article? I'll paste it again for you ok numbnuts!

(Article says that - "Overall, Reflections felt that the process of porting over the PC codebase was fairly simple and straightforward".)

That is the people who worked on the PC>Ps4 conversion.

I have no reason to lie about anything. I own both a PS4 and an X1 and enjoy the games on both, i have said for a long time that the PS4 is seemingly more powerful than the X1, the difference is exaggerated by fanboys like you though

PORTING IS NOT THE SAME THING AS OPTIMIZATION!!!

Jesus, dude. How many times do I have to say it before it gets through your thick skull? If Activision left CoD:AW at 720p at single-digit FPS on the Xbone when they first were able to get the game running on the Xbone, that would still count as porting.

Porting just means getting a software running on a different platform. It has nothing to do with whether that port is running well or running badly, which is why we use they term "good port" or "bad port".

The issue I'm talking about is OPTIMIZATION, which is what the devs can choose to do or not to do after they've ported a software to a different platform. It's obvious, given the time-constraints and amount of developers, that the PS4 barely received any optimization, if at all. The Xbone, on the other hand, is getting years of optimization and thousands of coders.

"buh buh buh i wasn't talking about porting....."

and yet nothing you said in your first post was true, your lied, you bullshitted.

you are a liar and fanboy,

your post was picked apart and found to be just a figment of your deluded imagination.]

i hate liars.

I wont be replying again.

Someone got owned badly. Reread the part you quoted in the article. They were talking about the porting process, not about optimization.

My first post was entirely on optimization, so why the hell would you bring up the porting process? It's well-known the PS4 has a great API that makes porting from PC easy. Whether the devs choose to optimize or not has nothing to do with the discussion, and given insiders at Neogaf, devs are choosing NOT to optimize on the PS4 because it saves resources, which they desperately need for the Xbone version.

The PS4 is FAR stronger than your choice of plastic, so just accept it and move on. Just accept that PS4 with unoptimized code runs better than Xbone with optimized code.

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#4  Edited By NotAFanboy
Member since 2015 • 573 Posts

@sts106mat said:
@notafanboy said:
@sts106mat said:
@notafanboy said:

The fact that that they only had 2-3 coders and 6 months of time on the PS4 version is actually proof.

Porting is not the same thing as optimization. Porting is just getting a software running on another platform. It has nothing to do with optimization. The article clearly says that the PS4 version received only minor tweaks from the original PC code, meaning the PS4 is bruteforcing everything else.

The PS4 is a gen ahead of the Xbone.

nothing you said in your post was true, i thought it sounded stupid, so checked the article myself.

you are full of shit and i have no further interest in discussing it with you.

So it's common for a platform to receive only 2 coders and 6 months of support in a AAA game-development cycle?

Either you're that clueless or you're lying to avoid facing the fact that the gap between the PS4 and your beloved plastic of choice is bigger than you initially thought.

My first post in this thread is the one that destroys your stupid post. I don't know about porting code because i am not a game developer, i wonder why you ignored the part which DF wrote in their article? I'll paste it again for you ok numbnuts!

(Article says that - "Overall, Reflections felt that the process of porting over the PC codebase was fairly simple and straightforward".)

That is the people who worked on the PC>Ps4 conversion.

I have no reason to lie about anything. I own both a PS4 and an X1 and enjoy the games on both, i have said for a long time that the PS4 is seemingly more powerful than the X1, the difference is exaggerated by fanboys like you though

PORTING IS NOT THE SAME THING AS OPTIMIZATION!!!

Jesus, dude. How many times do I have to say it before it gets through your thick skull? If Activision left CoD:AW at 720p at single-digit FPS on the Xbone when they first were able to get the game running on the Xbone, that would still count as porting.

Porting just means getting a software running on a different platform. It has nothing to do with whether that port is running well or running badly, which is why we use they term "good port" or "bad port".

The issue I'm talking about is OPTIMIZATION, which is what the devs can choose to do or not to do after they've ported a software to a different platform. It's obvious, given the time-constraints and amount of developers, that the PS4 barely received any optimization, if at all. The Xbone, on the other hand, is getting years of optimization and thousands of coders.

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#5  Edited By NotAFanboy
Member since 2015 • 573 Posts

@sts106mat said:
@notafanboy said:
@sts106mat said:
@notafanboy said:

Nothing you said disproves my point. They barely optimized the PS4 version and you're saying that the Xbone with 2 years of 1,000+ coder support getting lower resolution and worse framerate is proof that the gap isn't big?

nothing you said is true or is backed up by the very article that you cited.

you got destroyed, so just stop.

The fact that that they only had 2-3 coders and 6 months of time on the PS4 version is actually proof.

Porting is not the same thing as optimization. Porting is just getting a software running on another platform. It has nothing to do with optimization. The article clearly says that the PS4 version received only minor tweaks from the original PC code, meaning the PS4 is bruteforcing everything else.

The PS4 is a gen ahead of the Xbone.

nothing you said in your post was true, i thought it sounded stupid, so checked the article myself.

you are full of shit and i have no further interest in discussing it with you.

So it's common for a platform to receive only 2 coders and 6 months of support in a AAA game-development cycle?

Either you're that clueless or you're lying to avoid facing the fact that the gap between the PS4 and your beloved plastic of choice is bigger than you initially thought.

Face it: The PS4 is bruteforcing badly-optimized coding while the Xbone is receiving special treatment from devs. Even with that handicap, the PS4 still gets both higher res and higher framerates. The gap is bigger than you think.

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#6 NotAFanboy
Member since 2015 • 573 Posts

@sts106mat said:
@notafanboy said:
@sts106mat said:
@notafanboy said:
@nyadc said:

You're gonna need a big old citation for most of this lol...

Read DF's article on how Ubisoft ported The Crew to consoles. The PS4 team had just TWO coders. That's right. TWO. TWO. I'll say it again: TWO (Article says 2-3). They worked for a total of a couple of weeks (ARTICLE SAYS 6 MONTHS)and left the PS4 version alone. (Article says that - "Overall, Reflections felt that the process of porting over the PC codebase was fairly simple and straightforward".)

Xbone had hundreds, if not thousands, of coders working 24/7 for 2 years to get the Xbone version up to par.

It's amazing how PS4 bruteforcing none optimized codes mostly runs better than Xbone 2-years of 1000+ coder, 24/7 optimized code.

you are full of shit - see the parts i edited in bold and underlined in your post

link

Nothing you said disproves my point. They barely optimized the PS4 version and you're saying that the Xbone with 2 years of 1,000+ coder support getting lower resolution and worse framerate is proof that the gap isn't big?

nothing you said is true or is backed up by the very article that you cited.

you got destroyed, so just stop.

The fact that that they only had 2-3 coders and 6 months of time on the PS4 version is actually proof.

Porting is not the same thing as optimization. Porting is just getting a software running on another platform. It has nothing to do with optimization. The article clearly says that the PS4 version received only minor tweaks from the original PC code, meaning the PS4 is bruteforcing everything else.

The PS4 is a gen ahead of the Xbone.

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#7 NotAFanboy
Member since 2015 • 573 Posts

@nyadc said:
@notafanboy said:

All multiplats are ported from PC to consoles. That's the general process. The PS4 does have a more straightforward porting process than the Xbone, but that does not say anything about optimization. For the most part, the PS4 gets minor tweaks and is left to brute force everything else.

The Xbone version is optimized from hell to heaven to reach parity with the PS4. It really is amazing how the Xbone still can't reach 1080p and stable framerates even with all the optimizations they've been doing.

You're talking out of your ass at this point, I'm not going to entertain it.

Porting does not mean optimization.

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#8 NotAFanboy
Member since 2015 • 573 Posts

@nyadc said:
@notafanboy said:
@nyadc said:
@notafanboy said:

You do know Ubisoft and most devs barely worked on the PS4 versions of their games, right?

They spent every last second working on the Xbone versions and did a 2-man port on the PS4 version, making the PS4 brute-force the badly optimized codes. It took nearly a year for TW3 to run better on the PS4 because the devs started optimizing the PS4 version after the game was released.

It's sad knowing that the PS4 can do a lot more, but keeps getting held back by the Xbone.

You're gonna need a big old citation for most of this lol...

Read DF's article on how Ubisoft ported The Crew to consoles. The PS4 team had just TWO coders. That's right. TWO. TWO. I'll say it again: TWO. They worked for a total of a couple of weeks and left the PS4 version alone.

Xbone had hundreds, if not thousands, of coders working 24/7 for 2 years to get the Xbone version up to par.

It's amazing how PS4 bruteforcing none optimized codes mostly runs better than Xbone 2-years of 1000+ coder, 24/7 optimized code.

Yeah I just read the article and what you're saying is ridiculously stupid, it was a team of 2-3 people in a six month period porting what is essentially complete code over to the PlayStation 4 with some nuance changes for functionality on the system. It has nothing to do with brute forcing anything, the code was already optimized on a similar X86 system and it was a relatively simple process handled by Reflections.

The game was built around the PC, what these consoles essentially are, and I see nothing saying anything about the Xbox One porting process, nothing. However the PC and Xbox One versions were both handled by Ivory Tower, the actual game developer, so you're mixing up them personally handling the port with access to their entire development team who created the game itself, with hundreds to thousands of coders porting the game, not the same thing, not even remotely.

Again the theatrics and drama from a cow have swung out of control.

All multiplats are ported from PC to consoles. That's the general process. The PS4 does have a more straightforward porting process than the Xbone, but that does not say anything about optimization. For the most part, the PS4 gets minor tweaks and is left to brute force everything else.

The Xbone version is optimized from hell to heaven to reach parity with the PS4. It really is amazing how the Xbone still can't reach 1080p and stable framerates even with all the optimizations they've been doing.

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#9  Edited By NotAFanboy
Member since 2015 • 573 Posts

@sts106mat said:
@notafanboy said:
@nyadc said:
@notafanboy said:

You do know Ubisoft and most devs barely worked on the PS4 versions of their games, right?

They spent every last second working on the Xbone versions and did a 2-man port on the PS4 version, making the PS4 brute-force the badly optimized codes. It took nearly a year for TW3 to run better on the PS4 because the devs started optimizing the PS4 version after the game was released.

It's sad knowing that the PS4 can do a lot more, but keeps getting held back by the Xbone.

You're gonna need a big old citation for most of this lol...

Read DF's article on how Ubisoft ported The Crew to consoles. The PS4 team had just TWO coders. That's right. TWO. TWO. I'll say it again: TWO (Article says 2-3). They worked for a total of a couple of weeks (ARTICLE SAYS 6 MONTHS)and left the PS4 version alone. (Article says that - "Overall, Reflections felt that the process of porting over the PC codebase was fairly simple and straightforward".)

Xbone had hundreds, if not thousands, of coders working 24/7 for 2 years to get the Xbone version up to par.

It's amazing how PS4 bruteforcing none optimized codes mostly runs better than Xbone 2-years of 1000+ coder, 24/7 optimized code.

you are full of shit - see the parts i edited in bold and underlined in your post

link

Nothing you said disproves my point. They barely optimized the PS4 version and you're saying that the Xbone with 2 years of 1,000+ coder support getting lower resolution and worse framerate is proof that the gap isn't big?

Porting process does not equate to optimization process. Porting is just a way to get the game designed initially for the PC to run on a console. On NeoGaf, one of the insiders said that CoD:AW took 2 weeks to port to the PS4. Without any optimization, PS4 ran at 90 FPS average with a few stutters and hiccups, so Activision left it alone after capping the frames to 60. The Xbone took 3 months to port and it ran at single-digit FPS. They spent all their efforts optimizing the Xbone version, which is why it didn't have those stutters that the PS4 had.

Porting does not equate to optimization.

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#10 NotAFanboy
Member since 2015 • 573 Posts

@charizard1605 said:

I'd say they deserved to get walloped at launch, which they did, but everything they have done since then warrants them being in a far better position than they are in now. Hopefully, the market sees and recognizes that as such, if not in the short term, then in the long run.

Don't let MS's actions now fool you. They're only keeping up their "for the gamers" facade to gain back marketshare so they can attempt their anti-consumer practices in the future. Just look at how they're still keeping the Pay2Play online gaming subs. That just proves MS hasn't really changed. They're still dreaming of the days when they were making billions in profit for online gaming subs. Those days are long gone now that SONY is in the massive lead and is also charging for online play. MS is still the greedy company from 2013.