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GRAW Developers Say PS3 Ain't So Bad; Carmack: You Be Illin'

by Nick Breckon, Aug 17, 2007 3:23pm PDT
Related Topics – Rockstar, Ubisoft, John Carmack, id Tech 5

The long-standing belief that the PlayStation 3's Cell processor is a developer's nightmare when compared to the working with the Xbox 360 has been challenged by Yann Le Tensorer, co-founder of Ubisoft TiWak. "It's wrong to say it's harder to code on the PlayStation 3. It's just something that needs to be learnt," said Le Tensorer to GamesIndustry. Le Tensorer is the co-creator of the YETI engine used in Ghost Recon Advanced Warfighter (PC, X360) and the upcoming Beowulf (PC, PS3, X360, PSP). "It's not harder to develop on the PS3 than it is on the 360, it's just a different console," he added. "Developers might say it's harder because it just takes time to understand the technology. We're still early in the lifecycle." At this year's QuakeCon, id's resident gangsta John Carmack acknowledged that his company's new engine id Tech 5 may potentially evolve into a more robust form on the PlayStation 3 than on the Xbox 360. However, Carmack also noted that in id's experience, the work required to program on the PlayStation 3 far exceeds that of any other platform. "360 and PS3 are more similar than any two gaming platforms ever," Carmack said. "But if you have a problem moving [a game] over, it's probably going to be because of the PS3." Cumbersome hardware has been the rumored blame for many PlayStation 3 delays, most recently Rockstar's Grand Theft Auto IV, which was pushed back from a November date into next year. At the time, industry analyst Michael Pachter was quoted as saying: "We think it is likely that the Rockstar team had difficulty in building an exceptionally complicated game for the PS3, and failed to recognise how far away from completion the game truly was until recently." But the team at Ubisoft maintains that a learning curve is only natural, no matter the platform. "If you take the PS2 for example, when God of War come out people saw it was tremendous," commented Ubisoft manager Adrian Lacey. "But it wasn't until the end of the PS2 cycle that we've seen the machine being pushed to its fullest."




Comments

11 Threads | 60 Comments



  • The thing is...right now there's nothing that makes me want to run out and buy a PS3...its not just a lack of exclusives (when a game can be made on multiple systems I prefer that...especially with the PS3 and 360 which are really damned close in terms of capabilities...now there are exceptions...I don't mind exclusives like Ratchet and Clank or Gran Turismo or Halo (well that I do mind...I want H3 on PC dammit) or Forza or Gears or Metroid or Mario)...its that multiplatform games don't really offer anything extra for multiplatform titles.

    Now when we start seeing some of the stuff you can only get on the PS3 I'll buy it...or when the all Silver one comes out (because I'm shallow and I want one all silver and I figure if there's nothing on there to make me want it bad...I'll wait until I can get it in silver to match a lot of other stuff in my room (PC, 360 faceplate, trim of my furniture, TV, etc)). Sony really missed their chance to sell me one on day one though...if they'd allowed region free backwards compatibility I would have bought it as soon as I could (though I'm in a niche there and it wouldn't have sold too many new systems to have that).



  • There are a lot of challenges on the PS3, and I think something that doesn't publicly get touched on a lot is the memory architecture. I've been saying for a long time that the CPU architecture is definitely much less scary than a lot of developers think or make it out to be, once you are educated on how to use it. What is scary is having a split of non-unified memory where you are forced to use 256MB for one thing and 256MB for another, and Sony takes a huge chunk out of half of that.

    In the end there it really comes down to a balance between finesse and limits, and the PS3 has something to offer on both sides. If you know how to structure your application around the benefits of the CPU/GPU architecture, I actually could see it being easier to develop for, for a specific type of title. The thing is, that just isn't going to be the case most of the time when it comes down to the practicality of the matter, and the fact that game developers on the whole are not adjusted to that kind of architecture. Not to mention just about everything anyone does these days is going to be hitting its head on the memory ceiling (and a lot of that is textures, which works in the PS3 architecture, but that isn't always the big bottleneck).