Crossplatform Titles Shortchanging PlayStation 2's Performance? 82
Thanks to GamerFeed for their new story noting that Sony Europe's research, using their 'performance analyzer', on the latest PS2 games. According to the piece: "The secret (or not so secret) way to unleash the PS2's power is to use its vector units (VUs)... of course, the games that used the VUs fared much better, and the game that scored highest did indeed use the VUs the most." An previous AnandTech analysis of the PS2's hardware explains a little further: "The power of the two VUs exists in the proper use of them as serial counterparts in handling the T&L calculations necessary during 3D rendering, but with the PS2 being... dramatically different from what most developers had seen in the past, getting the most out of the host CPU was quite difficult." The original article, in UK magazine PSM, concludes by pointing out: "A lot of the games that don't really use vector units are ports from other systems."
The same can probably be said for the rest (Score:2, Interesting)
Really, I doubt the PS2 is the only console who's power isn't being fully used.
Re:The same can probably be said for the rest (Score:3, Interesting)
I really noticed this with Grandia II. It looked great on the Dreamcast. But when the PS2 version came out. It really did appear that the developers did what I said above. Anything they couldn't quickly port, was just removed.
Of course all the GCN ports no
Developers don't port the game (Score:3, Informative)
Re:Developers don't port the game (Score:2)
Re:Developers don't port the game (Score:2)
It isn't always this simple on console gaming platforms. Depending on the console you don't necessarily have a high level language that translates well between platforms. It isn't as simple as linking to the C++ standard library which is almost identical across platforms, or using qt GUI widgets, etc. Try porting highly optimized assembly code (or another low level language) to a different CPU. It is not trivial.
Re:Developers don't port the game (Score:2)
Re:The same can probably be said for the rest (Score:1)
I agree with you 100%, this should be filed right next to "Corels Wordperfect port to linux (a la wine, for those not in the know) is a hack!" in the /. Database of obvious revelations
I don't know why the game maker wouldn't want to make their game good on all consoles. It seems that people would buy more of a game if it was good for the console they already own. I have a PS2 and really don't want to have to maintain 3 console game collections, but the GC is calling me. *Drool* Metroid, Zelda, and soon a
Re:The same can probably be said for the rest (Score:2)
Just about any game that is multi-console will look best on the Xbox.
But, just about any game that is multi-console will look worse on an Xbox, than an exclusive title will.
Sony is whining about stuff that all of the consoles experience- they're just pissed because it always looks the worst on their system.
This is one of the reasons for Linux kit (Score:4, Interesting)
The problem is the compilers (Score:4, Insightful)
What would be perfect is a compiler that could take ordinary C code and turn it into MIPS+VU0+VU1 code automatically, taking the best advantage of all the machine's resources. Unfortunately this pretty much exists in the realm of science fiction.
Re:The problem is the compilers (Score:2)
Re:The problem is the compilers (Score:2)
Re:The problem is the compilers (Score:2, Insightful)
Why is the code they produce so hard to maintain? Is there something particular about the languege used that leads to sloppy code?
Re:The problem is the compilers (Score:4, Insightful)
Assemblers are really, really low level, 1 asm instruction is typically equivalent to 1 machine code instruction, as opposed to the 3-25 of machine code the typical line of C code is like. Adding the extra complexity of specifying which registry each piece of data goes to and the lack of high level constructs makes assembly code inherently harder to maintain.
Also, there's the issue of the VUs being vector-based processors, which the typical asm-monkey or game programmer probably has little experience with. Add that to having 2 vector units available at the same time (parallel programming?), and ou get a machine that most 'mortal' game programmers don't get even close to being able to code for properly.
On the other hand, I've heard from people that had to work both on PCs and PS2s that they'd rather handle the PS2s assembler than having to suffer through writing video code that works properly on the myriad of video cards avaliable today, most of which have enough little quirks.Most changes in the 3d engine code have to be tested on at least 8 computers with 8 video cards just to make sure that the latest change hasn't just made any of the test setups crash due to some bing in the directx drivers for that card.
Re:The problem is the compilers (Score:4, Insightful)
Not sloppy code, but hard to maintain. ASM does not allow for a lot of nice things that structured langauges allow for. You end up with a lot of lines that move from one seemingly random memory location to a different one, change bits seemingly randomly, and place the result in a different location. It is very hard to see what is going on for all the irrelavant things that happen.
What makes it harder is nobody in their right mind would write in assembly unless performance is critical and no better algorythm is known, so assembly programers activly prefer hard to understand code that is fast over easier to understand code. That bit manipulation code above may silently depend on a side effect of an operation several instructions ago.
Read the story of Mel. [science.uva.nl] While no assembly programer intentionally writes code that hard to understand without documentation, they all look for tricks like Mel would use because they should never be called unless the C compiler can't optimise good enough. No matter how much they document things (and correctly documenting your code is hard) it is by nature hard to understand.
Modern processors often have weird things going on too that you need to remeber. Delay slots, multipul pipelins to fill, and so on. A good programer (or more likely compiler) tune to take advantage of all this, but by nature is creates code that isn't liner.
Now the VU units can't be programed in C (appearently?), so they don't nessicarly have to use all the tricks in assembly to make it go fast. However even still by nature assembly is hard to understand.
Re:The problem is the compilers (Score:2)
It makes little sense to release a game system with extra goodies for the graphics and make it hard to use those same said goodies.
mice (Score:4, Insightful)
Re:mice (Score:1)
Um? (Score:2, Interesting)
Funny, most muti-platform games are designed on the PS2 FIRST, not last. There's two I can think of, though: Splinter Cell (which really did look good on all three consoles), and Wreckless: the Yakuza Missions (which is just a shitty game, period).
There're very few that go from GC to PS2 or Xbox to PS2. Normally they're either PS2 to Xbox or GC, or they are developed at the same time for all the consoles that the gam
Re:Um? (Score:2)
I also think Sony are saying that even made-for-PS2-first games could look a lot better, too.
Re:Um? (Score:4, Insightful)
The PS2 version, by comparrison, is utter crap looking. Horrid, washed out textures, the overall blandness of the entire thing.
Still, the PC version, with the correct PC graphics specs (which I don't have), blows the Xbox version away in graphics as well, especially since PC version of the game can support much higher resolutions than the Xbox version.
I'm not saying games can't look awesome on the PS2, like it may sound like from my OP, really. Zone of the Enders the 2nd Runner is one gorgeous (and fluid moving) game, as is Final Fantasy X. But those are PS2 exclusive titles.
But, we all know that when most games get ported from the PS2 to other systems that they suffer from 'PS2 Port Syndrome'; where the developers do a quick and dirty port, without offering buyers on the GC or Xbox the graphical abilities these consoles have over the PS2.
UbiSoft showed that even with the limitations the PS2 has compared to the Xbox and GC, that you can still make a great looking game (Splinter Cell) and have it on all the consoles. In fact, IIRC, UbiSoft actually re-wrote all the rendering abilities for each console to be console specific, so that it would look good on all of them.
So, while Sony Europe may be right that games could look better on the PS2, blaming 'ports from other systems' is simply laughable (again, 9 out of 10 go to the others from the Ps2, not the other way around). Besdies, with a few exceptions, Sony published games don't look all that hot on the PS2, either.
Re:Um? (Score:2)
Actually, they had to do more than just re-write the renderer. The actually had to tune the content as well so the PS2 and GC could handle it. E.g., in several of the Myanma
Re:Um? (Score:1)
The first Max Payne looked like crap on the PS2 as well, and had horrible controls on that platform. IIRC the reason for it looking like crap was because they used lower quality textures to deal with the memory limits of the platform. AFAIK there was no excuse for the controls.
I really can't say I'm surprised that Max Payne 2 would look like crap on the PS2 given
Re:Um? (Score:2)
Re:Um? (Score:2)
Not an attempt at trolling... (Score:4, Interesting)
While the PS 2 may have a powerful, robust graphics core because of this design, as has been pointed out: Does every company have the time to make use of the specifics, or are they going to do the least amount of work possible when porting to make a game playable and not horrendous looking?
If cross-platform gaming continues to become a huge trend, it would be in Sony's best interest to try and simplify some parts of its graphics to make the best parts of it more accessible to developers that perhaps don't have all the time they need to port the game as well as they should.
In the meantime, though, Sony has a large amount of exclusive content...so they shouldn't be too worried about whether or not they are getting optimization for cross-platform games. People are sure to still buy them but they most likely will definitely pay attention to kick ass exclusive games for being even better.
(PS-If that sounded like complete crap, eh, oh well
You're exactly right (Score:2, Informative)
The PS2 is the 800 lb gorilla so of course it's not going to miss out on any ports. That being said, when Sony c
Re:Not an attempt at trolling... (Score:1)
Having said that, it seems in a lot of ways like Sony is just complaining and whining and boasting and snorting just as they always do, whine whine, "Our PS/2 is faster than a 3.4GHz P4, whine whine" and "Our Cell technology will make computers 1,000 times faster than current computers and we'll se
Re:Not an attempt at trolling... (Score:2, Interesting)
Of course, that framerate and resolution is already twice what 95% of all televisions in the US is capable of doing...
Re:Not an attempt at trolling... (Score:2)
The visual differences between 60 FPS and 30 FPS games on a standard American/Japanese television are very pronounced, assuming you have a bit of experience with gaming and are using the right type of game (racers probably bei
Re:Not an attempt at trolling... (Score:2)
IIRC, the whole screen is still being drawn 60 or so times a second, just every line is only updated to a new image every other frame. It runs at this speed to keep even with the normal operating current of US power. I am not a television expert by any means, so please google if you don't believe me. And like I mentioned, the difference is really noticeable in games. Grab a 30 FPS racing game (say, Project Gotham 2) and then compare it to a 60 FPS (R
Re:Not an attempt at trolling... (Score:1)
Re:Not an attempt at trolling... (Score:2)
Focus more on the software than the platform (Score:2, Insightful)
However, this is not really the best use of time for people. Developing in higher programming language in a cross-platform way will end up with better SDKs for the game company.
Here's the priority list I would run my game company.
Focus more on developing good games first. The principal task of a game publisher should be to get hi
Re:Focus more on the software than the platform (Score:2)
This is probably, besides the "design a great game" part, the most important thing to remember. However, it is more on the hardware manufacturers than the developers to provide easy to program for hardware.
Look at history, and you'll see only one fluke, the PS2. The Sega Saturn was a bitch to pro
Re:Focus more on the software than the platform (Score:1)
the Dreamcast's PowerVR made it hard for some developers
Only for idiots. the N64 wasn't easy to program for either
Not even close. And much easier than the PSX which was perhaps designed and definitely documented by retards who had never read anything in the 30+ previous years of computer graphics research and practice. While Sony does use OpenGL in the PS2
Buzzt. NO ONE uses OpenGL on the PS2.
as well as using the VUs in ADDI
Re:Focus more on the software than the platform (Score:2)
There's a reason that, say, Dead or Alive 2 for the DreamCast looked better than DOA2: Hardcore for the PS/2.
The Saturn went for a multiprocessor design, as well, but didn't have the userbase to force developers to take it. Sony, on the other hand, can easily force said developers to take it.
Re:Focus more on the software than the platform (Score:1, Informative)
Word. Dunno what the parent poster was talking about, but clearly he/she lacks real game dev experience, as neither the PS2 nor the GC use OpenGL.
Re:Focus more on the software than the platform (Score:2)
VU Useage == Good Game (Score:5, Insightful)
This makes perfect sense. The developers who use the VU are the ones that take the time. Quick and dirty ports wouldn't use it, but if you take the time to optomize for the VU and such, then chances are you'll take the time to optomize other things. You'll make the sound work well, get rid of the logic glitches, adjust the diffuculty so people don't get stuck because you left out some clues to where the key is hidden, etc. The publishers and developers that take time to make great games spend some of that time one the VUs.
So, indirectly, it makes perfect sense that VUs make a good judge of quality. Now if only other publishers would stop making so much shovelware. The PS2 (and other consoles too, but especially the PS2) has a LOT of great games. But for every great game the PS2 has, it has TONS of shovelware. Unfortunatly, often the shovelware gets great marketing (Finding Nemo, The Matrix: Reloaded, BMX-XXX) and great games (Amplitude, Ico, etc) don't get nearly as much and so they don't do nearly as well, because a large number of games are bought by parents who don't know what games are worth money, or what aren't worth their weight in dust.
Duh (Score:1)
They generally, in order of appearance look best on the X-Box, slightly worse than the X-Box on the GCN and then like a generation behind on the PS2.
Maybe it's the VU programming versus more direct and easier methods on the GCN and X-Box(I've heard the X-Box is easy as pie to code for[I'd hope so, considering it comes from the same company that came up with the idea of wizards for deriving classes!], and Nintendo has excellent developer support as
Performance Analyzer presentation (Score:4, Interesting)
For more info, look at the other docs on SCEA's R&D site [scea.com] and SCEE Technology Group's site [scee.net].
I hear ya... (Score:2)
crazy.
It's called a "learning curve." (Score:1)
Not really. The manufacturers may have a vested interest in lengthening the life span of a console, but the third-party developers have a vested interest in pushing as much "wow" into their games as possible. Unless t
Re:It's called a "learning curve." (Score:1)
Or maybe it's because they just improve the old code rather that rewriting it.
I actually think the parent makes more sense. If the next game didn't look better than the last, who would buy it? They don't care too much about the console itself, no, but leaving room for improvement does still help their game sales. I
Re:It's called a "learning curve." (Score:1)
And in the end, the PS2 version does notably lag behind the Gamecub
Porting problems due to VU programming (Score:1)
Maybe one day technology will catch up. Strongbad E-mail "Video Games" [homestarrunner.com]
the real culprit (Score:1)
As far as what systems are used for most cross-platform game dev, what I've seen wi
Performance isn't everything! (Score:2)
Instead of Sony bemoaning that developers aren't using the full power of the machine, shouldn't they instead concentrate on how they can make it easier for the developer to unlock that power?
Don't blame the companies (Score:2)
Relative power of machines (Score:5, Informative)
The problem Sony has is convincing programmers to look beyond the capabilities of the basic MIPS processor and getting them to use the VUs but just as it is difficult to really make SSE kick arse it is difficult to get VUs working well. I used to program massively parallel computers (look up MasPar) for a living and they were hard, one of the reasons the company eventually failed in fact. However, the techniques used to program that beast are the same as used to write code on the VUs and SSE. I have seen applications that increased in speed by a factor of 20 (not 20%, 20x!) through the use of SSE on Pentium chips so when Sony gets annoyed that people are not using the VUs and so making the PS2 look like it isn't very powerful, well, you can see their point.
As for the relative power of the PS2 versus the other hardware, have a look at Gran Tourismo 4, or Killzone and reconsider your position if you blindly believe that power is all about clock speed and DirectX.
Re:Relative power of machines (Score:2, Insightful)
Re:Relative power of machines (Score:1)
Additionally, most compilers can do at least some SSE/SSE2 optimization on their o
Re:Relative power of machines (Score:1)
When Sony designed the PS2 they were a couple of years earlier than the Xbox so clock speeds were lower, the 300Mhz MIPS RISC processor was very fast for the time, much faster than any available Intel chip, they were still being used in SGI workstations for example and those are beefy pieces of kit.
When the PS2 was released (October 2000), you could get a 700-933MHz, 256MB, GeForce equipped PC from Dell for less than $2,000. That type of PC > PS2.
I remember seeing one my friend bought on eBay for $45
Re:Relative power of machines (Score:2)
A 300Mhz MIPS chip is a very nice RISC processor. When the PS2 was being designed it was far faster than any Intel processor available. Even with a PIII running at 700Mhz+ the MIPS could hold its own with well optimised code, not to mention that they then added the VUs which are not standard equipment on MIPS. The design process for the PS2 would hav
Typical (Score:2)
Just hard to program, and low powered too (Score:2)
On the other hand, if you have a well-designed system then porting should still produce a quality application. This isn't the case for ports to the PS2 (as it wasn't in the case of the Saturn). This just means the PS2 is a bugger to program. That sounds like Sony's fault to me.
All the PS2->X-box conversions I've seen,
alas, poor GTA:3 (Score:2)
Only 30fps? So what , thats all TVs do anyway! (Score:1, Troll)
in writing a game that does 60fps if no one is going to see 50% of the frames. Far better to use the processing power to do the AI or phyics
calculations.
Re:Only 30fps? So what , thats all TVs do anyway! (Score:1)
Re:Only 30fps? So what , thats all TVs do anyway! (Score:2)
Re:Only 30fps? So what , thats all TVs do anyway! (Score:1)
Re:Only 30fps? So what , thats all TVs do anyway! (Score:2)
these consoles on anyway.
Lazy Software Engineers (Score:1)
Same can be said for X-Box (Score:2)
X-Box games also suffer from dodgy PC ports syndrome. Most X-Box games are simply derived from the Windows version of the source code and simply tweaked a little to run on the X-Box which leads to an obvious performance hit since they are not always developed specifically for the hardware. Obviously it makes a lot of sense for Game studios to build the PC version and then port it to the X-Box, it saves money, developm
I think thats much more visible in XBOX (Score:1)
A good way to deal with this. (Score:1)
p.s.
Max Payne 2 for xbox takes the cake as one of the worst ports ever, not only they made missions shorter and the auto t