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#1  2008-12-05 07:34:59

Pooky_187
Gamers~With~Attitude
From: Nightmare on Elm Street
Registered: 2007-01-02
Posts: 3615
Website

007 - Quantum of Solace

Graphics- They were below high quality & lacking in what the PS3 is capable of but they were not an eye sore at least.

Sound- Weapos sounded great & voice's were good except the characters mouths didn't always move when they talked.

Gameplay- Despite some minor flaws the game was acually fun & i played through the game twice witch even on agent mode (one before hardest) was very simple. I beat the game in 4-5hrs. Not worth the $60 price but if it were to drop to $30 or below then yeah it could be a good buy.

Controls- A little stiff feeling but your typical FPS - they work well

Online- I only played one game but it was a full room & there was no noticeable lag & the Bond Vs. mode was fun to play - was done in 8 min. & got 4 trophies after one game online.

OVERALL - i would rate it a 7/10

*Has Trophies

Last edited by Pooky_187 (2008-12-18 07:28:00)


Gamer Since 1988 ~ 22+yrs as a GAMER
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#2  2008-12-05 14:25:14

Powerslave
Ruler of All
From: Alpha Quadrant
Registered: 2007-01-15
Posts: 12869
Website

Re: 007 - Quantum of Solace

Play the XB360 version, then reevaluate the graphics...  You'll see why PS3 ports just aren't getting it done...

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#3  2008-12-05 21:34:51

RoBBy
PS3 Hacks Guru
Registered: 2008-02-09
Posts: 52

Re: 007 - Quantum of Solace

Powerslave wrote:

Play the XB360 version, then reevaluate the graphics...  You'll see why PS3 ports just aren't getting it done...

Doesn' t the ps3 have a better graphics chip?

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#4  2008-12-05 22:36:57

Pooky_187
Gamers~With~Attitude
From: Nightmare on Elm Street
Registered: 2007-01-02
Posts: 3615
Website

Re: 007 - Quantum of Solace

so this was a port from the 360? If it was that explains why graphics were below PS3 standards smile Damn companies trying to save money & porting games with out making the neccasary changes for that hardware


Gamer Since 1988 ~ 22+yrs as a GAMER
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#5  2008-12-06 04:37:46

Powerslave
Ruler of All
From: Alpha Quadrant
Registered: 2007-01-15
Posts: 12869
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Re: 007 - Quantum of Solace

RoBBy wrote:

Doesn' t the ps3 have a better graphics chip?

Actually?  NO...  Also, ports have nothing to do with graphic POWER, it's code optimization.  Xbox360 code does not need to be as optimized as PS3 code does, so it's a little, shall we say SLOPPY on the PS3.   The 360's Xenon CPU has more lee-way in code execution.  You need to read what ALL is involved in actually using the CELL CPU, the overhead just to PREPARE the SPEs for use, it really is a pain in the ass.  Also, The graphics chip (GPU) was added at the last minute of the design, as I said before.  They had planned on the CELL CPU handling EVERYTHING, and that did not pan out.  IT did not have the power they thought it would, to handle it all.  GPU is simply a CPU with dedicated functions.  The CELL can be assigned those functions, as any CPU could, but you would then steal Mhz from the overall system performance.  If the CELL was a 10 core chip, then two cores could be used for GPU functionality.  The GPU has the 256MB embedded right on the chip, the CPU does not have any access to it. 

The PS3 GPU only has 256MB to work with, no more!  The XBOX360, with its 512MB of UNIFIED memory, can use more or less.  SO, if the CPU only needs 128MB to run the game, well, then the GPU can have the rest.  You don't have this option with the PS3.  The PS3 CPU only as 256MB, so if it needs more?  Nope, can't have it.  Starting with the original Xbox, M$ has always used the HDD as cache, so they don't need to overload RAM with code, the GPU can use more ram now, if needed, even 64MB more is better than what the PS3 chip would be STUCK with.

Now, in turn, since PS3 code needs to be so optimized (tightened up)?  A port from PS3 to XBOX 360 would also result in a better game, not necessarily graphics wise, as they are completely different GPUs; but mostly in performance; as in motion.  Smoother scrolling, and transitioning from scene to scene.  IT would require less memory to run game code, and less resource overhead, why?  Well, since PS3 doesn't have much overhead to work with, which is WHY code needs to be crunched as much as possible, it runs better on a machine designed to run, well looser code, to be simplistic.  Developers found this out by accident... 

Both CPUs are PPC processors, before you ask...  Anyhow, for a port to PS3  to look good, the code would have to be re optimized to run, and in some cases rewritten.  They don't have time for that.  IT "runs" as it is, but not as tight as it should, resulting in jagged edges, jittery motion, and so on. 

Here is an EXAMPLE on why the CELL was a mistake:

The PPE: Capable of running a conventional operating system, has complete control over the SPEs.  It can can start, stop, interrupt, and schedule processes running on any of the the SPEs. To this end the PPE has additional instructions relating to control of the SPEs. Unlike the SPEs, the PPE can read and write to main memory, and the local memories (local stores) of each SPE through the standard load/store instructions. Despite having Turing complete architectures, the SPEs are not fully autonomous and require the PPE to prime them before they can do any useful work. 

Like the PPE the SPEs are in-order processors and have no Out-Of-Order (OOO) capabilities.  This means that as with the PPE the compiler is very important.  The SPEs do however have 128 registers and this gives plenty of room for the compiler to unroll loops and use other techniques which largely negate the need for OOO hardware.

The local store does not operate like a conventional CPU cache since it is neither transparent to software nor does it contain hardware structures that predict which data to load.

Though most of the "horsepower" of the system comes from the synergistic processing elements, the use of DMA as a method of data transfer and the limited local memory footprint of each SPE pose a major challenge to software developers who wish to make the most of this horsepower, demanding careful hand-tuning of programs to extract maximal performance from this CPU.

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#6  2008-12-10 16:30:16

Powerslave
Ruler of All
From: Alpha Quadrant
Registered: 2007-01-15
Posts: 12869
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Re: 007 - Quantum of Solace

Here is the stuff on that PS3 development makes 360 games better:

Scott Steinberg, in an interview over at Gameindustry.biz, has stated that he thinks more and more developers will be switching to the PS3 as their foremost development console, and that will be making multiplatform games better as a result.

We see the development just now starting to get going.  We’re now in our third and fourth generations with first party, and that will start to create some distance with the competition - from our standpoint - but as the third parties begin to move their development to native PS3 and port down to other platforms, they’ll start to see their games’ fidelity getting better and better - and in fact I think even Xbox 360 games will start to look better as a result.

There’s a historical fact of having the [Xbox 360] dev kits first, so there’s the thought of porting down to the late arrivals, but I think that Burnout [Paradise] is a great example of a game that shipped fairly recently that showed what you can do if you start originally on PS3, and we’ve seen and heard more of that from our third party publisher relations group.

As they are starting to realize; that if you start the game on the PS3, the other platforms look better, and it starts to become a no-brainer for developers.  As you seem Burnout was started on the PS3, and XB360 game is very good.

We’ve heard before from PS3 developers that it’s not an easy machine to develop for. These latest statements from Midway indicate that the main reason for this is because the PS3 uses a multi-cored “Cell† processor, which is so different from the 360 that every game has to be rebuilt from ground up.

2007: Since developers never did anything with multi-cored processors before the PS3, games have been severely delayed and faults were often seen in the final product in terms of graphics and frame rate issues.  This statement is partially incorrect, the XB360 is multi-core-, but does not need the special code to prime the SPEs, and does not need separation of code/thread to be spread over each core, like the PS3 requires (separate code for each SPE), more like DEMANDS. 

Midway boss David F. Zucker had this to say about their development problems: “For our first wave of next-gen games… lead development has been on the Xbox 360, due to its earlier introduction and larger installed base. We ran into some technical issues developing for the PlayStation 3 that have taken more time to finalize than we expected.â€
    “These include… making sure that the frame rate, networking, and graphical features are at parity between the platforms. We’ve also encountered challenges as a result of shipping two of the very first PS3 games using Epic’s Unreal Engine 3.â€

It really does sound like they were having problems compared to the 360, but as it turns ouy, it’s not all bad. Zucker also said, “We do believe that these technical issues are now complete at a core level in our engine. Looking ahead to 2008, we expect the PS3 versions of our titles to ship day and date with the Xbox 360 and other SKUs.â€

Still, if you compare the game PORTED from XB360, on the PS3, they just don't perform the same.  This is why they want to switch to PS3 as the development tool, then port to 360, because it's so much easier.   As I said, they are both PowerPC CPUs, they both understand the code, but the PS3 version will be so much more optimized.  Its just that the CELL CPU cannot just run code without being primed, optimized, and so on.  Each portion of the game is split-up between the SPEs, which was hard at first.   Xb360 is on it's 3rd year, and the PS3 still has LESS games now (2 years later), than the XB360 did on it's 2nd year.   

I personally thing the CELL, the way they configured it, was a mistake. If it was configured like the Xenon, a General Purpose CPU all the way around, this would not be a problem.  Plus the fact that the GPU was added when they found the CELL would not handle the game and CPU functions and perform like the XB360 does.   Why?  Well, they throttled the CPU back, as it is capable of 4+Ghz speeds, for POWER consumption issues...  Just a mess really, when compared to how easily Xenon works.   Xenon (CPU), and Xenos (GPU) as a TEAM outperforms the PS3 as it is now.

PS3 should have gone with the unified memory like M$, or just plain old had more memory for the CPU to work with, but since they locked in 256MB for each processor, they limited performance.

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#7  2008-12-11 00:18:56

Mr.TurnSignal
Harsesus
Registered: 2007-08-21
Posts: 2571

Re: 007 - Quantum of Solace

What a waste of money huh?

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