A-Men dev: you won't see PS3's texture problems on Vita
Vita RAM pushes handheld closer to Xbox 360.
You won't see the texture issues that plague the PlayStation 3 versions of some multi-platform games on Vita, one developer with experience of both platforms has said.
The Vita's impressive amount of RAM means it's better able to produce stable, high resolution textures than the PlayStation 3, the creator of Vita launch title A-Men told Eurogamer.
Vita has more RAM than PS3. Vita has 512MB of RAM and 128MB of V-RAM, compared to the PS3's 256MB of system RAM and 256MB of video RAM. Vita also has the advantage of not having to reproduce HD visuals.
"This is great," Bloober gameplay programmer Jakub Opoń, who worked on Vita launch title A-Men, told Eurogamer.
"This is the main drawback for PS3 versus the Xbox 360, because the Xbox 360 has half a gigabyte of RAM, so the texture quality is better in games on the Xbox 360. You can see when you compare two games.
"Vita won't have this problem. This is a really good solution. It tells developers not to think so much about really hardcore optimisation. They can focus on making the game, and not strip the quality of the assets. This is really important.
"Our artists made some really good effects and we have no problems with game speed."
Bloober's A-Men is a downloadable 2D platform strategy game inspired by Blizzard's Lost Vikings and Lemmings.
It is the Polish developer's Vita debut, but is has worked on a number of platforms, including WiiWare, DSi Ware, PlayStation Portable, iPhone, iPad, and, more recently, PS3.
Opoń said despite Vita's RAM advantage over PS3, it is not as powerful as the PS3, which, through the Cell microprocessor, is a heavyweight when it comes to physics, simulations and AI. "It's not as powerful as PS3, which you can see with Uncharted, which is a great example to compare the hardware power."
But: "Vita has so much power in this small device, every player will be satisfied with the things you can do."
Bloober creative director and vice-president Piotr Bielatowicz added: "There is much more computational power in PS3. Obviously you've seen how Uncharted was supposed to look like, and during the development how it begins to look like."
While Vita's power is attracting programmers to the system, Sony has also tried to make making games for it as easy as possible - certainly easier than it was with the difficult, complex PlayStation 3 when it launched in 2007.
"Vita is very easy to develop for," Opoń said. "It's much easier than Sony's previous platforms. The hardware is much more popular. It's the same type of hardware you can find in iPad 2, but twice as powerful. The core mechanism of working on the platform is the same.
"Sony provides a great SDK [software development kit/devkit]. The documentation is really good. Basically, we came up with a port of our engine in three months. It's fast, rapid development on the platform.
"It's easy even to set up the machine on your computer. You just start the installer. I can't say the names, but on some other consoles it takes a whole day, or two days, even, to even set up or build the game.
"For some devkits you've got three USB cables just to plug into your computer. You've got three cables that connect the same two machines, which is crazy.
"Now we get this beautiful console, which is small, and only has two cables. The only problem is you don't have the battery for that [on the Vita devkit], so you need to use the adapter.
"In all other aspects, it's the best we've worked on until now. The easiest one, the fastest one to start just making the game, not struggling with the hardware, with the software provided."
For Bielatowicz, Vita marks an important change in approach to third-party development at Sony, one that moves away from former Sony Computer Entertainment boss Ken Kutaragi's philosophy when he launched PS3.
"It's great now to cooperate with Sony," Bielatowicz said. "When Kutaragi was in charge it was very technologically oriented. It was, 'we create the best possible hardware and deal with it. Figure out on your own how to program it.' For PS3 it might take two weeks for a programmer to just compile a demo. It was so hard in the beginning.
"Now, I believe Sony is more developer oriented. They reach out to us. They organise seminars to train us, to teach programmers and designers features like Near. The support is very swift. The communication is very good. I would say, at the moment, Sony is by far the nicest format holder to work with."
Vita launches in the US and Europe on Wednesday, 22nd February.
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Comments (39) Latest comment 3 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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genuine :/ at wording
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I do hope that Sony makes the PS4 as easy to develop games on (more RAM too) as the PC and 360 so these issues are not even relevant...
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It sounds like to me that Sony has learned a lot from the PS3. From what these developers are saying, Sony now understand that giving the developers all the tools to take advantage of your hardware is more important then throwing together a piece of hardware and say program it. Time and resources are expensive to a developer so giving them the tools and making your system easy to develop for will increase the number of top notch games on the platform.
just reading these statements definitely gives a positive light on the Vita development and it may win me over to another PSP
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Large textures = larger file sizes = needs higher capacity (more expensive) media
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Yet with the PS2 that all changed. There were virtually no libraries and developers were pretty much left to work it out for themselves. While it was great Sony weren't mandating developers only work through their interfaces, it did mean in the early days developers were just left tearing their hair out trying to understand the hardware. From what I understand the same thing happened with the PS3 too, so it's good to see the Vita changing that trend.
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Playing Skyrim on the move would be great, maybe some dumbing down of physics, AI but can imagine Vita doing an excellent sandbox world. Afterall PS2 and Xbox did with GTA3 etc.
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Sounds like Ken Kutaragi leaving Sony happened just on time. Fantastic engineer, but didn't understand or care about the developers and players whatsoever. He just had that horribly smug overconfidence that came with two generations of success and thought he could throw anything at us and we'd lap it up. Kaz Hiria really turned things around, so fair play to him.
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no s**t
that game looks pretty aweful.... massive fan of lost vikings though
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Is that what programmers tell their project managers these days?!
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I realise the game code is compressed and encrypted on the carts but so is the data on optical discs.
Whatever the outcome of the Vita be it successful or a failure I think it could end up with a reputation like the Dreamcast for brilliant games. It just seems such a capable bit of hardware with so much potential.
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I've been waiting for this shit to come out!
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utter bollocks. the ps3 was very well engineered from the start. the hardware worked fabulously together. in fact, with all the nagging about the ram, you can not deny that, when really tapped, the ps3 produces equally as nice games as its counterparts.
thrown together piece of hardware was a certain other console with all its initial hardware difficulties.
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So 768 is closer to 522 than 512?
Who wrote that anyway? Oh, right...
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Besides, the best textures on any console game are in PS3 games like Uncharted 2/3 and God of War 3.
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Your forgetting about the OS footprint, framebuffer size and EDRAM.
360- 512MB Unified 700Mhz GDDR3 RAM less 32MB OS. Framebuffer usually fits within the 10MB EDRAM. So 480MB in total.
PS3- 256MB 3.2 Ghz Main Rambus RAM less 43MB OS footprint = 213MB. 256MB 700Mhz GDDR3 VRAM less 7MB OS footprint LESS frambuffer (depends on game but it can be as high as 36MB if we take KZ2 as an example) = Depending on game.
Not saying one method is better than the other just pointing out some other differences.
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Uncharted 3 is on a 45gb disc. Textures take up a lot of space. This is fine on disc media where you only get a slight increase in cost going to dual layer but on memory cards there's a massive increase in cost.
Capcom raised the RRP of Resident Evil Revelations because it used 4gb media, how many publishers will want to splash out on 8gb or even 16gb cards for the Vita when they can keep texture sizes low and save themselves a considerable cost?
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That comparison only holds if the game isn't tiled or doesn't implement some form of deferred rendering. You're correct in saying the 360 reserves less memory than GameOS on the PS3, but frame buffers on 360 frequently exceed 10MB.
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You know, when I started learning to program on C++ I remember that I found it really difficult but after a few months of practice it really isn't anymore (at least basic applications like calculators and stuff). Now my question is, can't this same logic be applied for programming for the PS3? Specially after what, 6 years? I mean, the guy's comment got down-voted but what he said was completely rational.
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True but Alan Wake, Gears 3, Halo Reach and Crysis 2 framebuffer all fit within EDRAM.
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How long was exclusives like Killzone 2 and GT 5 in production, bloody ages.
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All good looking games, but there were tradeoffs in resolution, AA, and dynamic range in order to fit within 10MB. With many games using analytical antialiasing it's probably a smart bet to sacrifice MSAA. I'm surprised Gears 3 didn't use FXAA actually.
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