Maybe Bethesda must stop developingPublishing for Ps3

Post » Mon May 14, 2012 2:02 pm

I think the title says it all...
This is the third time in a row form Bethesda for PS3 that is acrappy port...
Fallout-Fallout NV-Skyrim

i traded in my copy of RAGE because of the technical issues aswel(also published by bethesda)

Maybe they can not make a game that runs well on Ps3, or maybe they must go and talk to other developers that CAN make games that run decent on our platform..
for example: EA(battlefield,mass effect, dead space) Rockseady(Batman aa and ac) Nougty dog (uncharted 1-2-3) svcker punch (infamous1-2 , witch is also a open gameworld) ect...
or other devolpers that DO achieve multiplatform preformance and visuals...

I realy hope that they can fix most of the problems with a patch..(Oblivion ran as Crap on the 360 at launch, but better after some patches ,so i have some little hope)

Sorry for my english,im from Holland.
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Katie Louise Ingram
 
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Post » Mon May 14, 2012 1:56 pm

As much as i like to point out beths failings, i will give them their dues...

It isnt all their fault, well not code wise anyway. They are using Emergents Gamebryo engine, which was always meant to be for pc only. The only reason it ports to xbox so well is the xbox uses standardized c#. The PS3 however uses Sonys own version of C, this was decided because sony wanted some form of exclusivity in that it stops pirate games being made easily.

As such, game developers have a choice, they can either program for the pc/xbox in c# and convert it.. or program both the ps3 and xbox versions independently. Now the results are obvious, for example, battlefield 3 was programmed individually for each platform, Xbox using c#, Pc using c#/C++ and the PS3 Soley using sony's C. Compare that to ported games and youl find they can both do more, use the platform more efficiently and generally run better than the ports.

Beth couldnt program this engine twice, primarily because of the time and scale it uses, but also because there is no PS3 engine out there that would allow the freedom gamebryo uses, gamebryo was originally setup as an engine that could be used for any type of game, and it would do it well. However... its not specialised so it would never run , say... scripted action games as well as Unreal would.

So in reality to make the game better, beth should have used a seperate engine.. but they didnt, so it is what it is, however, the memory leaks and caching issues we are experiencing only occur on the ps3 purely because of the way they have chopped the gamebryo engine apart to make it work on the PS3 code. As a result, it might be that its impossible to completely solve the issue.
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Trevor Bostwick
 
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Post » Mon May 14, 2012 3:06 pm

They chopped the gamebryo engine because the better graphics of the new one....

The controversy around Gamebryo can be summarised as: good at trees, crap at faces. It made Oblivion’s landscapes gorgeous, but led to some ugly people and odd behaviour. The way it transitioned between low and high detail scenery as you moved through the world also caused some blurry textures and suddenly appearing objects on some machines.
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Eduardo Rosas
 
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Post » Mon May 14, 2012 7:01 pm

They are using Emergents Gamebryo engine, which was always meant to be for pc only. The only reason it ports to xbox so well is the xbox uses standardized c#. The PS3 however uses Sonys own version of C, this was decided because sony wanted some form of exclusivity in that it stops pirate games being made easily.
I never heard of this before, any source or someplace with more information about it?

The controversy around Gamebryo can be summarised as: good at trees, crap at faces. It made Oblivion’s landscapes gorgeous, but led to some ugly people and odd behaviour.
Gamebryo doesn't have anything to do with the trees or faces in Oblivion. For those two things Bethesda used two other middlewares, Speedtree and Facegen.
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FLYBOYLEAK
 
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Post » Tue May 15, 2012 3:40 am

As much as i like to point out beths failings, i will give them their dues...

It isnt all their fault, well not code wise anyway. They are using Emergents Gamebryo engine, which was always meant to be for pc only. The only reason it ports to xbox so well is the xbox uses standardized c#. The PS3 however uses Sonys own version of C, this was decided because sony wanted some form of exclusivity in that it stops pirate games being made easily.

As such, game developers have a choice, they can either program for the pc/xbox in c# and convert it.. or program both the ps3 and xbox versions independently. Now the results are obvious, for example, battlefield 3 was programmed individually for each platform, Xbox using c#, Pc using c#/C++ and the PS3 Soley using sony's C. Compare that to ported games and youl find they can both do more, use the platform more efficiently and generally run better than the ports.

Beth couldnt program this engine twice, primarily because of the time and scale it uses, but also because there is no PS3 engine out there that would allow the freedom gamebryo uses, gamebryo was originally setup as an engine that could be used for any type of game, and it would do it well. However... its not specialised so it would never run , say... scripted action games as well as Unreal would.

So in reality to make the game better, beth should have used a seperate engine.. but they didnt, so it is what it is, however, the memory leaks and caching issues we are experiencing only occur on the ps3 purely because of the way they have chopped the gamebryo engine apart to make it work on the PS3 code. As a result, it might be that its impossible to completely solve the issue.

Yes it is. I'll give them the benefit of the doubt and say they didn't know about the limitations of the gamebryo engine until after FO3 started to show problems. But they knew full well about the problem for FONV and Skyrim.

The fact that it's an inherent problem with the engine they chose does not get them off the hook. Once the extent of the problem was apparent they should have either moved to a different technology ( unlikely due to financial considerations ) or not continued to release PS3 versions of their games. Continuing to push out knowingly broken software for the PS3 is a deliberate choice they made. They can't just throw their hands in the air and say "it's the engine's fault" as an excuse for ripping people off at this point.
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Christina Trayler
 
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Post » Tue May 15, 2012 1:49 am

As much as Beth has disappointed me in the past with their PS3 offerings, I will always lean towards giving them the benefit of the doubt on new titles. I'm not sure why because I know I always get burned, perhaps it's because the games they release are epic in scope, which is a genre I prefer. What game at the moment (or previously on this generation) offers the scope of Skyrim. None?

Beths problem is that they are 'lazy' PS3 developers (I don't mean that to sound too harsh). This generation has proven that if you build a game using PS3 code and keeping in mind it's architecture during development that wonderful things can be created. Another thing this generation has proven is that, porting or post-coding games for the PS3 produces sub-par final products.

So my advice to Beth (and any other multiplatform developer) is 'Man up' and take the risk to build PS3 content from the ground up using a dedicated team, do not assume that you can re-use code from another format and expect comparable results.
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Emily Jones
 
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