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Why is it bad to develop for console and port to PC (below)
#1
Posted October 07 2011 - 03:53 PM
When some of us warned of the dangers of the practice.
Run the vid in the page below. watch and learn.
http://www.joystiq.c...fixes-incoming/
Now discuss or just walk away nodding.
It is by the juice of the Brew,
that thoughts acquire speed,
the teeth acquire stains,
the stains become a warning.
It is by tea alone I set my mind in motion.
#2
Posted October 09 2011 - 04:50 AM
#3
Posted October 09 2011 - 03:32 PM
Rage made the fundamental mistake of not considering that the hardware for PC's is not nearly as optimized as that of a console and requires more intensive coding to really take advantage of that extra power.
Shouldn't have released on PC's or at least delayed it a full year behind consoles.
#4
Posted October 09 2011 - 05:39 PM
TheDubstepDisciple said:
The hardware isn't any more or less "optimized" its the fact that games for consoles can be written in low level code because consoles always have the same exact hardware, when a game is made for pc it has to be made in high level code to go through an api then the hardware to ensure compatibility with the different kinds of pc hardware being used
#5
Posted October 10 2011 - 01:54 AM
TheDubstepDisciple said:
Rage made the fundamental mistake of not considering that the hardware for PC's is not nearly as optimized as that of a console and requires more intensive coding to really take advantage of that extra power.
Shouldn't have released on PC's or at least delayed it a full year behind consoles.
So any time someone confronts you with a truth (presented with clear evidence to support) that you'd rather not accept. Your level of intellectual response is to declare them a 'troll' :roll:
Or maybe you just can't handle a little touch of sarcasm with your medicine
 
 So exactly how does the 2nd part of your comment not EXACTLY support my assertion about 'This is what can go wrong when console to PC ports are not done with meticulous attention' ?!?!?!? :roll:
I mean i guess i can understand you being butt hurt about me bringing it up ........ but at least try to make sense
 
					
					It is by the juice of the Brew,
that thoughts acquire speed,
the teeth acquire stains,
the stains become a warning.
It is by tea alone I set my mind in motion.
#6
Posted October 10 2011 - 04:49 AM
I don't see why we, as paying customers, have to fix up our newly purchased products ourselves-- you don't buy a car, and then open up the bonnet and fuck about under the hood to get the engine to start. If it doesn't work, you send it right back to the dealership and demand they fix it, or every penny of your money back.
Now, I know that the recent patch has fixed a few issues, and very slightly increased the number of GFX options available to the regular joe via the ingame settings, but seriously they barely scratch the surface.
As a side note: Why do we need a patch to help with NPC animation stuttering on ATI cards? Was this game not tested on ATI cards or something???
Anyway, from what I have read, there are texture popin issues on the 360 and to a greater extent, on the PS3 versions of RAGE as well-- go figure.
This would point to it not simply being a "developed for console, and ported to PC" issue, because it doesn't work properly on the consoles either.
#7
Posted October 10 2011 - 10:12 AM
kody said:
TheDubstepDisciple said:
The hardware isn't any more or less "optimized" its the fact that games for consoles can be written in low level code because consoles always have the same exact hardware, when a game is made for pc it has to be made in high level code to go through an api then the hardware to ensure compatibility with the different kinds of pc hardware being used
In other words, the software is more heavily optimized for consoles and so runs better on consoles, even though the PC has more raw power available, which is pretty much what he said.
#8
Posted October 11 2011 - 11:53 AM
PC's need more individual time devoted to them. Day 1 patches on Consoles tend to fix all major bugs (Dead Island withstanding) whereas PC's need to be patched for any multitude of configurations.
Logistically its just far more work and upkeep. Its not like the PC crowd makes it easy for them either.
#9
Posted October 12 2011 - 10:30 AM
The solution, amusingly enough, is a new console hardware generation. The increase in available power makes it less crucial to have perfectly optimized code. It's as the console ages that optimization becomes more and more important, as the graphics quality is increasing but the processing power isn't.
#10
Posted October 13 2011 - 12:33 PM
#11
Posted October 13 2011 - 09:26 PM
TheDubstepDisciple said:
 as someone who bought a ps3 after Sony claimed there 7 core would be future prof :oops: .
 as someone who bought a ps3 after Sony claimed there 7 core would be future prof :oops: .
					
					#12
Posted October 13 2011 - 09:39 PM
#13
Posted October 14 2011 - 07:49 PM
#14
Posted October 17 2011 - 04:38 AM
K0rN b4LL said:
Thanks, Capt. Obvious- What would we do without you?
[/off topic]
Purely from a business stand point, having to split your dev team, have a completely different team, or even have the same dev team work on both a PC and console version of your game is just plain inefficient. It can mean any of the following;
1. Half the work output.
2. Product taking longer to be finished.
3. Costs more in wages.
So what to do?
Well, work solely on either one market or the other- preferably the one that will require the lowest amount of work/time and have the highest possibility of sales.
That right now -- unfortunately -- is the console market.
#15
Posted October 20 2011 - 03:42 PM
And this picture amused me

I too hope, Hawken devs won't be like Bethesda and get lazy with programming.
#16
Posted October 23 2011 - 03:23 PM
Id was very clear Bethesda had to stay hands-off if they wanted to acquire them, Bethesda acknowledged that and they made Rage.
Now Bethesda won't be hands-off. Problem solved.
#17
Posted October 24 2011 - 07:26 PM
#18
Posted November 01 2011 - 05:21 AM
AzureCrow said:
And this picture amused me
http://cdn.gamefront... ... arison.jpg
I too hope, Hawken devs won't be like Bethesda and get lazy with programming.
From my PC Steam version of RAGE. It CAN work...
http://cloud.steampo... ... C382368C9/
Also, note that I had not cranked up the GFX settings at this point- I have now and it is better with FSAA, and the other nice settings.
Also: ZOOM ZOOM!
@Asure; I take it you have the PC version? Check out the RAGE Steam forums for loads of helpful threads. Its how I got mine working.
#19
Posted November 01 2011 - 09:31 AM
Seeing as how they have not announced a release date, or perhaps don’t plan to, this gives them ample opportunity to iron out any issues that may occur with a port like this. Hopefully we have one very vocal dev who is a PC gamer.
#20
Posted November 09 2011 - 11:27 PM
In the end it pretty much ends up being a hardware malleability issue, such as whether they want to make the software more capable of working on many compositions of hardware, or if they just want to streamline it for a few and let the others struggle. As one of their first games, I'd hope they take the wider choice so they get early footing on the method that leaves more people happy if done right.
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