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The Rage story evolves; PS3 isn't so awesome anymore
Topic Started: Jul 22 2009, 08:24 PM (1,526 Views)
Groover
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Has whipped much ass
Wait when did they phase out the Arcade? I still see that everywhere. It is their opening price point.
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Belpowerslave
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They haven't. They still sit there and sell 360s without HDD, which is what just kills me. Honestly, the Arcade, at this point(with the price cuts and all) should come with the 20GB drive. It's a piece of piss anyway, so why not throw it in with the absolute lowest-end version of the system? At least then, they can start to kind of correct the fuck up of allowing 360 units to be shipped without HDDs.

Bel
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DarcSeven
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I'm gonna sing the DOOM Song.
Rage isn't being published by EA anymore. ...That's all I've got. ;)

http://pc.ign.com/articles/105/1055359p1.html

December 15, 2009 - Electronic Arts won't need any tissues now that it has let go of id Software's upcoming RAGE title. The announcement this morning over the rights for the title going to Bethesda Softworks owner ZeniMax Media is all part of the plan for EA to release fewer titles.

"In keeping with EA's initiative to focus on fewer hits, we have ended our publishing agreement with ZeniMax," an EA spokesperson told IGN. "We wish the very best outcome for the id team on what we believe will be an extraordinary game."

Electronic Arts has been making cuts throughout the company over the past month in an effort to cut costs.

During a financial call last month, CEO John Riccitiello stated the company was cutting the bottom third of its upcoming projects, as well as laying off around 1,500 employees and closing several studios, which later included developer Pandemic.
Just call me Steve. ;)
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Belpowerslave
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Yeah, I figured as soon as Zeni bought id that they'd just publish under 2K Games or something like that. Makes me happy, because now I can buy it and know I'm not supporting those cunts at EA.

Bel
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sheath
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I have been, and remain, non-sequitur
I picked this up today on PC for $10 at Toys R Us, I couldn't resist. I saw the 360 version running at a game store and could tell the rendering resolution was lower so I figured my 8-core PC with the HD 4850 would do better. The install has been going for 30 minutes and counting, it looks like it is actually going to transfer 20GB of data from the three DVDs to my hard drive. The original prediction was for it to take an hour and thirty minutes! We'll see if that holds.

It's weird that its a Games for Windows Live game but it uses Steam.
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sheath
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I have been, and remain, non-sequitur
I played through the intro scene and the first couple of missions and I have to say I think the game has convinced me to keep playing it. On my FX 8150 with 8GB of RAM and Radeon HD 4850 the game runs at 1920x1080 with everything on but "Texture Detail" at close to 60FPS. It stutters frequently and I can see the textures popping in as the CPU decompresses them on the fly. From what I can tell the "Texture Detail" option just adds more shading but it slows the game down to the point that fast turn arounds are very chuggy.

The game itself is pretty good, or okay depending on how I am feeling. I am really sick of FPSs and I can't be "boo" scared. The only other thing the game has offered me so far is missions, which just makes me think about all of those PS2 games that gave up on solid gameplay and sold how many missions their sandbox had instead.

I am assuming this game is a standard sandbox game with a new graphics engine for megatextures, so I don't expect to be surprised by it. If I get some solid shooting scenarios out of it I'll be okay with the $10 expense plus time spent.
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sheath
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I have been, and remain, non-sequitur
Okay, now this is just funny. At the end of the generation the truth is just accepted and yet the PS3 is still on the market as a viable second HD console. How or why many people own both a 360 and a PS3 and a gaming PC is just beyond me. PS3 fans still assume they have the most powerful console of this generation. Well, at the end of the first HD generation we can finally test a well known multiplatform game, Call of Duty Ghost, which Eurogamer has done for us while graciously including the WiiU and PC.

Some choice quotes regarding the 360 and PS3 versions:

Quote:
 

With Infinity Ward back at the helm, Xbox 360 owners are in familiar territory with an approximate 1024x600 framebuffer favoured by the developer's previous Call of Duty titles, while the PS3 version features a considerably murkier presentation more closely matching that of Black Ops 2, with native resolution coming in at just 860x600, resulting a soft-focused image. The use of 2xMSAA is present on both formats, and the technique tames some of the harsh edges that appear on-screen to a degree, at least on chunkier details. Sub-pixel crawling still is a common occurrence in both versions on distant objects, though, with artefacts appearing more prominently on the PS3 where the MSAA algorithm tends to break more often.


860x600, just slightly above standard resolution for the almightly Cell powered world ender that is the PS3. But wait, there is more:

Quote:
 
Besides the variance in overall image quality, the main difference between the current-gen consoles lies with how the artwork is presented on each platform. While the core assets are fundamentally identical across all consoles, both the PS3 and Wii U versions of Call of Duty: Ghosts feature a few problems where lower-resolution textures are prominently displayed across characters and the environments. In many instances the impact of this is relatively minor and hard to notice beyond the occasional blurry poster or door texture, but at worst we see large walls and entire characters appearing on screen with what looks like lower-quality level-of-detail settings applied, sometimes on a permanent basis throughout a particular scene and even a whole level. This is particularly prevalent on the Wii U game, where the drop in artwork quality is much bigger and occurs far more frequently.


Low resolution scenes due to bad textures. This is something I was pointing out at the beginning of the generation, the PS3's limitation to 256MB of VRAM while the 360 was designed around 512MB of unified (and faster) memory was going to mean the PS3 suffered in texture mapping more than the 360. At the end of the generation we know this for a fact, it is no longer speculation. Not only did Sony design a mess of a custom processor, but they slapped in an inferior GPU to compensate for Ken Kuturagi's screw up. Sure it could have something to do with the 360 version's 2GB install (don't all PS3 games install?) but that does not excuse the rendering resolution or the PS3's super slow Blu Ray drive.

Lastly, no amount of hard drive assistance would help the PS3 version keep up in framerate:
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Looking closely at our triple-format performance video, the 360 manages to command an advantage in like-for-like scenes over the course of the game where the engine is being pushed to extremes - something that we also see during heavy combat, where the liberal use of smoke and particles causes a bigger performance penalty on the PS3. However, both versions do a decent job of sticking reasonably close to the target 60fps, with many of the smaller fluctuations in frame-rate going by completely unnoticed. It's only when the engine is stressed that we find the sleek perceptual 60fps experience begins to feel more compromised on the PS3 - consistency is somewhat reduced on Sony's system despite the harsh reduction in framebuffer resolution.




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Belpowerslave
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The best part about it are how the Sony fans are all over Ghosts not running at 1080 on the Xbox One...yet, somehow, they have no problems with this.

Bel
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agostinhobaroners
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Better yet, nintendon'ters' next gen #1 console can't keep up with the frame rate, resolution and texture quality of the current gen consoles.
And I thought the N64's performance was pathetic for not keeping up with its *same gen* contenders in terms of frame rate, resolution and texture quality. My, my...
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sheath
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I have been, and remain, non-sequitur
It boggles my mind that all of the "next gen" systems are in the 1GHz range CPU wise. The only way games are not going to suffer performance wise is if software sales encourages developers to optimize for that.
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