Correction: Valve INITIALLY disliked the PS3, but Portal 2 was undoubtedly better on the PS3 (performance-wise, graphically, and with that free PC copy of Portal 2 and Steam-based cross-platform play). Gabe Newell is now a large advocate of the PS3. I mean no offense and we're still discussing things on a tangent of a misinterpretation of what was actually stated, but GTA IV... Half-Life 2... 90% being worse? I think you haven't updated your stance on the issue since 2007 because it's certainly changed since.
t).
In 2011/2012, and even back in 2010, however, the story is more one of general parity with some give and takes...
"Roughly as good" = not as good
http://www.eurogamer.net/articles/digitalfoundry-xbox360-vs-ps3-round-25-face-off
It is true that after 5 years of hard labor, they finally have PS3 ports ALMOST as good as XBOX360 versions that came out 4 years ago. Hooray?
Saints Row 3 is a great example of what is typically done now. ZOOM IN THE FOV, restrict the camera, lots of cheap tricks to help the performance out.
Look at the GTA4 expansion, which greatly improved on GTA4, PS3 24fps... XBOX 30+ PS3 more blurry. I picked these DIgial Foundry clips based on most recent articles they had, and just scanned to the wrap up comments.
COD I know you posted reasons why you think it's not as good on the PS3 (free money) that doesn't change the facts
For Black Ops, there have been changes. To the PS3 version at least. The Xbox 360 version remains the same (our measurement comes in at 1040x608 with 2x MSAA) but it appears to be the case that the PS3 game has been reduced to 960x544,While neither version is locked at 60FPS, there is what we've called in the past a "perceptual 60FPS", where despite the frame-drops you still feel as though you're getting the advantages of the fastest possible frame-rate. There's a fine line in this perceptual divide, but when there can be as much as a 20FPS difference between the two versions, it's safe to say that it's the Xbox 360 version that more consistently delivers the feel of 60FPS gameplay.In other areas we do see a 360 advantage with the computationally expensive business of shadowing. Shadows, at least for characters, appear to be more poorly filtered and of a lower resolution on the PS3.Even when games are scored "about the same" usually there is still something like this
In conclusion, LEGO Star Wars III: Clone Wars marks a coming of age for the series graphically while still managing to entertain with fresh, new ideas and its trademark humour. Visually it's a close match across both formats, too, though the PS3 version's blur filter does feel somewhat rough and imprecise, killing off a significant amount of fine detail.Moto GP
Listen I love my PS3, I play it way more than my XBOX360. But I have a nice HDTV and 20/20 vision. I see what I see, and when I see blurry, or low res or bad framerates, my first thought is "is this just me? let me check online to see what the deal is". And I always end up with the same answer. It's not just me seeing things.
Another just about identical game...
and you might notice a near-constant tearing on the PS3 too - thankfully, the tear is right at the very bottom of the screen (literally line 708 out of 720), so tucked into the overscan area of many screens and pretty much invisible even if it isn't.The Xbox 360 game has a minor visual advantage,Moto GP
As the comparison video demonstrates, there are quite a few differences in the visual presentation of the Xbox 360 and PlayStation 3 versions of the game. The 360 code operates at native 720p with 2x MSAA while the PS3 game sees a slight resolution drop to something close to 1280x704. There's also no anti-aliasing at all on this version of the game.The small upscale needed to deliver a 720p image on screen usually has marginal repercussions for image quality but in concert with a couple of other factors, the difference can look quite pronounced. The obviously borked gamma calibration leaves the PS3 game looking rather washed out, while the lack of anti-aliasing means that the image is filled with plenty of shimmering edges as trackside scenery passes by: an effect amplified by the upscaling.Here is one where PS3 is chosen as the 'winner'
There is a general sensation that the PS3 game offers the smoother experience during gameplay and it is borne out by the anolysis: frame-rates appear to be somewhat higher and despite the still-high levels of screen-tear, the overall affect on the image quality isn't quite as bad as it is on the Xbox 360.However, all things being equal, it's the Sony platform the edges it. Despite the blurring of the quincunx anti-aliasing, there are a number of factors that make the PS3 SKU the preferable choice, aside from the smoother performance. For starters, if you're a 3DTV owner, the PS3 game is the one to have as it features stereoscopic support absent from the Xbox 360 version (something we'll be taking a look at in our forthcoming 3D article). It's also currently free if you subscribe to PSN, and it has to be said that the current 15 months for 12 offer is rather tempting.Saints Row 3 you mentioned
- http://www.eurogamer.net/?type=face-off http://www.eurogamer.net/?platform=PC http://www.eurogamer.net/?platform=XBOX360 http://www.eurogamer.net/?platform=PS3 http://www.eurogamer.net/?topic=digital_foundry
Face-Off: Saints Row: The ThirdBy http://www.eurogamer.net/author/772
Published 28 November, 2011
Which format is the saint, and which is the sinner?
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- Xbox 360 PlayStation 3 Disc Size 7.0GB 6.95GB Install 7.0GB (optional) 4035MB (mandatory) Surround Support Dolby Digital Dolby Digital, DTS, 5.1LPCM
Grand Theft Auto may be taking a more serious tone as the series matures but the Saints Row games are moving in the opposite direction. In-depth characterisation and an intriguing story are left behind in favour of what made the earlier GTA games so much fun to play in the first place - that is, being able to mess around in an open-world playground where realism is given the elbow in favour of all-out insanity.
Saints Row: The Third also represents a large graphical improvement over the second game in the series. The change in art direction in this latest instalment in combination with more restrained use of normal mapping and specular highlighting on some surfaces creates a more realistic look to the environments. A closer look at the texturing also reveals quite a bit of subtle detailing in many places: the small cracks that appear on the road and pavements, and the degradations manifesting on the walls of old buildings found throughout Steelport.
Other areas have also seen similar upgrades: animation is smoother and flows together better than in the previous game, and there's a noticeable increase in the amount of post-processing effects in play, particularly in the more heated cut-scenes, where screen distortion effects and motion blur can be quite prevalent.
That's not to say things are perfect. As with past Volition titles, the open-world engine used in Saints Row: The Third really seems to struggle dealing with long draw distances and subtle detail: there's noticeable object pop-in and a string of performance issues on both platforms which deliver an experience that isn't quite as refined as we'd hoped for.
More on that later, but first we kick off with a look at our head-to-head video and http://www.eurogamer.net/articles/2011-11-28-saints-row-the-third-720p-comparison-gallery-comparison-gallery, which reveals a welcome boost in resolution on both formats over the series' last outing.
Play in standard definition
Play in high definition
Saints Row: The Third on Xbox 360 and PlayStation 3. Use the full-screen button to ensure you see full 720p resolution in this comparison video.
Saints Row: The Third renders in native 720p on both platforms and the difference is night and day compared to its 640p predecessor: as you would expect from such a leap, presentation is much, much sharper. The anti-aliasing set-up remains as it did in Saints Row 2: multi-sample anti-aliasing (MSAA) is present on the 360 with quincunx (QAA) being used on the PS3.
The downside with using QAA comes in the form of trading clarity for more edge-smoothing, as the technique blurs both edges and texture details - jaggies are less visible on most surfaces (with 4x MSAA type coverage), but the trade-off is that sub-pixel details in the distance aren't fully resolved and fine detail in the artwork is impacted by the additional blur. Also, as a consequence of this, some of the specular highlights don't appear quite as pronounced.
In fairness, the use of quincunx isn't exactly a deal-breaker. The art style in Saints Row: The Third actually works quite well with this form of anti-aliasing - it's only when things start moving away into the distance you get the feeling that the smoothing solution employed is scrubbing away a little too much in the way of fine detail. Despite this the actual artwork itself appears to be identical between consoles.
http://images.eurogamer.net/2011/articles//a/1/4/2/4/6/4/1/360_026.bmp.jpg
http://images.eurogamer.net/2011/articles//a/1/4/2/4/6/4/1/PS3_026.bmp.jpg
http://images.eurogamer.net/2011/articles//a/1/4/2/4/6/4/1/360_032.bmp.jpg
http://images.eurogamer.net/2011/articles//a/1/4/2/4/6/4/1/PS3_032.bmp.jpg
The use of quincunx results in a softer look on the PS3, though compared to some releases this isn't such a big deal here. However, the use of low resolution alpha buffers leaves some effects looking flat, whilst the foliage looks particularly blurry as a result.
Image QualityThere are other factors which also affect the quality of the visuals in the PlayStation 3 game, though not to the same extent as the QAA blur: the level of anisotropic filtering seems to take a hit, resulting in additional texture blur in the distance, and the alpha buffers are rendered in a lower resolution causing smoke and fire effects to look considerably flatter (some lack bilinear filtering as well, resulting in visible pixelation). This also impacts upon the clarity of the foliage dotted around the city - not only are the trees less detailed, there's a real sense that the additional blur from the upscaling process in these elements adds to the game's already softer look.it looks as though the PS3 version has lower resolution shadows rendering closer to the player compared to the 360 version.The win here for PS3 with Vsync working properly albeit still a sub 30fps game however this is the context of that 'win'
bottom line is that performance is preferable on the PlayStation 3 but at the expense of some image quality.This one ACR is near identical, this is the kind of thing people expect now, but the reality is SONY PROMISED PS3 would be better, and everything would be native 1080p

So all these years later, and the best we can hope for is "nearly identical save a few pixels shaved at the top/bottom of the image" compared to the 360.
The best we get is "nearly as good"
Assassin's Creed: Revelations - near iHowever, in previous titles, we've always recommended the Xbox 360 version of the game with very little hesitation. Testing of pure gameplay generally seems to return a clear performance advantage for the Microsoft console, and it's safe to say that the situation hasn't changed that much at all with Revelations..
We found that the deeper we moved into the various districts of Constantinople, the more areas we discovered that really didn't perform that well on the PlayStation 3, with lots of dropped frames and far more visible screen-tear.Here, across the run of play, it's clear that the Xbox 360 version has a consistency in terms of frame-rate and controller response that seems to be lacking within certain map areas on the PlayStation 3.Batman AC? Greatly improved on the PS3 ... but still..
In stressful like-for-like situations, the PS3 version does tend to come off worse, with more pronounced frame-rate drops and more tearing, but any detrimental impact on gameplay is negligible. Batman: Arkham City doesn't demand low latency precision in its controls when performing combat moves and context sensitive actions, and in combination with the brevity of the dips in performance, it's mostly a non-issue.