Bayonetta: PS3/360 demo showdown
Digital Foundry dares to compare.
It began with a seemingly innocuous notice in Japanese games magazine Famitsu, where special mention was made that the PS3 version of Platinum Games' forthcoming Bayonetta is not being handled by the original developer. Quite why Platinum isn't at the conn for the conversion to the Sony platform remains something of a mystery, but the recent Japanese demo release offers some potential reasons, and it too highlights prominently that Platinum is not responsible for the port. So, is this a simple case of giving credit where it's due, or is the developer effectively disavowing itself of the PS3 version of the game?
It has to be said that there is much in the PS3 rendition that Platinum would most likely wish to distance itself from. In terms of raw performance, both Xbox 360 and PlayStation 3 games have their issues, but by virtually every criteria it is the PS3 version that comes off worse, as you can see from the media Digital Foundry has prepared. There's some Face-Off style comparison shots to gawp at, along with this 720p movie:
Comparison video of the Japanese Bayonetta demos... Click on the full-screen button, or the EGTV link below, to view in HD.
The game's engine-driven cut-scenes are intricate in detail and offer a close-up view of some of the more obvious differences between the two versions. Right from the off, it's clear that the PlayStation 3's lack of unified memory pools has been an issue for SEGA's conversion-smiths: texture quality is pared back significantly. More than that, frame-rates are considerably lower, and tearing is far more frequent. There is also some evidence of the normal-mapping having a quality edge on Xbox 360. Platinum appears to have deployed one the Xenos GPU's unique compression modes (DXN/3Dc+) for a higher-quality finish, whereas the more standard DXT texture compression can look a bit rough on SEGA's PS3 version, in particular with blocky artefacting on curved edges.
Making matters worse, the developers have enveloped the PS3 cut-scenes in an almighty blur, which magically lifts the moment the gameplay begins. It's almost as if SEGA were replacing engine-driven cut-scenes with pre-rendered video sequences - only the immensely variable frame-rate and lack of compression artefacts suggest otherwise. For its part, Xbox 360 appears to be employing more selective and sophisticated post-processing, which looks cleaner, but it's clear that there's some washing out of detail and crushed blacks.
Into the game and those basic image-quality differences do not seem quite so pronounced as in the cut-scenes, but it is clearly obvious that detailing has been pared back. Bayonetta appears to be adding an extra detail map on top of the existing textures and when the base art is of a lower resolution, the difference becomes self-evident. However, by far the most obvious differences are in terms of the frame-rate and the level of tearing. There is a night-and-day performance issue here. Let's kick off with Platinum's own work on the Xbox 360 build:
Xbox 360 performance. Bayonetta's fast action, large colour palette and high levels of detail send even the best h264 encoders scurrying into hiding...
Frame-rates are high here, but tearing is an issue. What is interesting from a technical perspective is that there is screen-tearing that is impossible to programmatically identify. The technique for doing so involves comparisons with the frame before and the one after - finding identical video data to locate the tear. In a small sampling of cases, there is no identical video data, but the frame is still torn. What this most likely means is that Bayonetta sometimes renders frames faster than 1/60th of a second, for reasons unknown (WipEout HD appears to do the same on the odd occasion). It also means that to the human eye the game tears slightly more than this graph tells you.
There are no such troubles of that ilk in analysis of the PS3 version, which runs with a clear performance penalty:
The PS3 version of the game is still a lot of fun based on this demo, but the performance compromises are significant.
With more torn frames (anything up to 70 per cent in challenging scenes) and fewer frames rendered, the overall sense is that Bayonetta PS3 is a workman-like, adequate rendition of what Xbox 360 owners are getting. It gets the job done, it's still plenty of fun, all the rich imagination in Platinum's concept is there, but it's definitely a less impressive rendition of what's looking to be a great game.
Over and above all of that, this demo raises as many questions as it answers. The two samplers have overlapping content, but also go their own way in a number of respects. Platinum's own 360 code offers up sections of two stages: The Falling Clock Tower and The Angel's Metropolis. PS3, meanwhile, completely avoids The Falling Clock Tower and extends the titanic bridge battle from the other stage. A bonus boss fight (seen at the end of the PS3 performance video) is added too: conceptually lovely as gravity is thrown completely out of the window, but less technically challenging than the omitted 360 content.
Regardless of the technical challenges, one thing is common to both versions of Bayonetta above all else. The game is crammed with a wealth of wonderful ideas, new graphical scenarios and some literally insane fighting action. Hopefully the game's Western audience will get a good look at it soon.
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Comments (66) Latest comment 2 years ago
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Oh yea because they need the Japan sales also...a lazy job all round imo.
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this' been a quick port. move on, nothing to see here...
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What makes you think that the PS3 developers have not got the hardware under their belt?
xentar: then just putting the PS3 version somehow together wiht no regard to uniqueness of PS3 hardware
The Xbox 360 hardware is just as "unique" as PS3; they are both PowerPC at heart.
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If you're watching the first side-by-side comparison and you can't tell the difference, you may have issues with your left eye
For PS3 only owners - I doubt it will spoil the game play, although awareness of this comparison might.
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That would only work if the PS3 version was identical in every way to the 360 version, just not up to the standard of other PS3 games. As it is, this is a very poorly done port and only reflects badly on that process, not either hardware as such.
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Both demo's are out in Japan only. For PS3 you need a japanese PSN account. For Xbox I believe you can find the demo available to download on an assortment of sites. Download, burn, play.
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If you're talking about switching between the guns and the sword it's in real-time on the 360 demo.
It's disappointing to hear there are performance problems on the PS3, but I don't think it's fair to blame Sega's developers for being lazy/untalented. They've been given an unfinished game, full of code they haven't written, that has been designed to run on a different platform. Any development team would struggle with that as they will likely not have had much input with the 360 version's programmers about how to structure the game to make a PS3 port easier.
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First, it's not the devs but the publishers. Second, you can hardly blame them as there's no incentive to do a more than adequate job. Now that ports are mostly outsourced, there's little professional pride on the side of the developers, they just have to get the job done within a tight budget given to them by the publisher. And for publishers the only thing that counts is the bottom line and an adequate PS3 port adds more to that than a really good, thus more expensive, one.
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The PS3's Cell processor does not have 7 CPU cores, rather it has 1 physical CPU core that runs two Symmetric Hardware Threads (SMT) and is ergo 2 logical CPU cores; the Xbox 360's Xenon CPU has 3 physical CPU cores that are also SMT and it thus has 6 logical CPU cores. Whereas both CPUs are PowerPC derivatives the PS3's Cell has 7 SPE and developers can use 6 of them, these are a type of SIMD (vector processors), whereas the Xbox has a VMX128 per core which are also a type of SIMD.
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I didn't actually think much to the demo myself... Devil May Cry with an odd-looking female lead (small head, big body, unsexy glasses) and seen-it-all-before gameplay.
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While the excellent captured vids are always interesting to see, I think the 'technical analysis' written part is rather iffy.
There are once again loads of assumptions made without any reference or proof, assumptions that are really doubtful to begin with.
For example the bits about the use of X360's "DXN/3Dc+" texture compression and X360's unified memory architecture being the reasons for X360's better looking textures.
Unless Digital Foundry has been on both PS3 and X360 development teams, I think such statements bear absolutely no technical credibility whatsoever and is basically just a lot of blahblah.
Especially the unified memory architecture bit is doubtful to say the least.
In my opinion, DF should really stick to what they're good at (preparing good video captures and providing clear statistics) and stick to the facts.
In the end, what matters to gamers is that the X360 version once again looks better than the PS3 version (which can help in making choices), but nobody benefits from ill-informed technical assumptions and guessing.
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Might have been, were it not for the existance of Uncharted 2 to show off the machine's lovelynes at its best (and give fanboys something to smugly fawn over), and more importantly DMC4 - showing how a game of this type can be ported just fine across the machines.
Which makes me think... if Hideki Kamiya had not left Capcom, PS3 owners might have gotten Bayonetta running as it should on the MT Framework engine, but then again, we might not have gotten Bayonetta at all - such is the nature of corporate dealings behind closed doors.
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I have to disagree with you on the game play. Either you just button mashed and was statisfied with the results or you really did not try to flesh out the gameplay mechanic. The game is a lot of fun to play and if you get involved with the gameplay mechanic, it opens up even more.
Anyway, I guess you have to either like games like this or not. I am believing you swing to another tune.
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But yeah if they are that shit at making PS3 games they really should have made it a X360 exclusive. Sony would probably pay them not to make it on their console considering their skills lol
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its always blame the developers, publisher, the commonality in all these things is that sony should make their console more accommodating for developers, especially new startups like PG. you cant blame microsoft for making and aiding developers with great tools and support, sony should strive for the same.
also i'll admit that the ps3 does some things better than the 360, why cant people ever admit the opposite. ps3s strength is in deferring shading/effects to the cpu, a game thats 60fps requires fast throughput which limits usage of cpu cycles since it would cause delay. It makes 360's hardware a better candidate to render a game like this which is a gpu bottleneck.
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/sarcasm
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Lead on 360 (because the skills are cheaper and the tools are familiar/easier to use) then pay a third party to do the port (as cheap as possible). As long as the results are about the same to the untrained eye then... quids in... why should they spend months re-engineering the PS3 version to suite the hardware.
In that respect 360 is going to win out on 3rd party development (generally speaking).
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No, but you could blame them for hiding things in the demo that would really show how well it was made.
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This guy here has a point (He was talking about the demos of both Bayonetta & Lost Planet 2). Also, from 6:45 to 7:43, he also said that the Demo really reflects the final product about 95% of the time, among other things.
My views on PS3 porting issues, Professor Bond & the myth of PS3 users buy more variety.
He talks about how hard it is to develop games for the PS3, etc.
it seems like the devs take the easy way developing for xbox primarily and then just putting the PS3 version somehow together with no regard to uniqueness of PS3 hardware.
Guess what? Even if games were developed first for the PS3, or if games were ported from PS3 to the 360, they'll still come out playing, running, & looking better on 360. The 360 can also easily push out the same kind of graphics, etc., from the PS3 with less development time & money. 360 also has a slightly better GPU, & is more easier & less costly to develop than PS3. Developing games first for the PS3 takes a lot of time & money. The reason why 3rd party developers hate developing games for the PS3 is because it's too damn difficult. It's even more difficult than the PS2. So difficult in fact, it would take many people just to work on the PS3 version while it would only take less people to work on the 360 version of a certain game, like Far Cry 2. Take that for instance when it was ported from PC to both 360 & PS3. It only took at least 3 people to work on the 360 version, while it took about 14 people just for them to work on the PS3 version. Fourteen. That's a lot of people just to be either developing or porting games onto a single console with that certain version. That's the bottom line.
I also had a topic talking about this & you can see it if you want, or just view those videos above.
My opinion of why PS3 versions of multiplats almost always turn out to be inferior.
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I wouldn't say always, we do get the odd one in our favor ( Bionic Commando, Ninja Gaiden Sigma 2, Star Ocean etc) . 9/10 Multiplatform games as of late are virtually identical or the difference is so minor its not worth mentioning. DMC4, RE5, Soul Calibur 4, UFC, Batman AA, Wolverine and so on. Ever Multi Platform game Ive wanted for the last 18 months got a good PS3 port (please note "Ive wanted"
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The comparison tell us the usual tale of a 360 native code being rush-ported to the PS3. We can't blame anyone: the guys who did the 360 version did their job well (except the guy in charge of the soundtrack, he should be buried alive), the guys at SEGA did their job (it was said before, most likely the order was "make it playable and decent enough, do it fast and cheap"
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That's only because they were ported from the 360, & because of more development time & more money. Clearly, the 360 has the power to have games in Native 720p. As a matter of fact, there were more games in Native 720p on the 360 than PS3 (we've seen that many times before; check through here if you don't believe me), & that it's much easier & less costly to make games for than the PS3. Is that the system's fault? No, it isn't. It's completely Sony's fault for gimping the dev tools and forcing the developers to jump through hoops to get the PS3 to produce something approaching acceptable. This is Sony's modus operandi for consoles, they don't want it's "full potential unlocked" until much later in the consoles life. They've done this by design with the PS2 and the PS3 and more or less accidentally with the PS1 and have even said as much on various separate occasions.
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Neo con and the myth of the climate changes.
X360 is NEVER in ANY ways better than PS3?!!
As others put yes PS3 is great in some area and Uncharted 2 really shows the console at it best, now come on SDF and admit that in some area or certain respect the X360 is a damn good console?!
Sure PC thrashed both but for an almost 5 years old console to be giving gamers a comparable joy to what Today best PC can give is worthwhile point of acknowledgement. Same for PS3 but only requiring more manhours and resources to get the max out compared to X360.
Uncharted 2 is certainly done by a big team but thank god for that!!
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At least its trying to be a 60 fps game,unlike lesser 30 fps wannabe games(99.9% of other games including Uncharted(s))
Best game in years,so crazy and flashy...pure awesomeness
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1. Small developer, low budget, or not enough time or expertise, then XBox version is always better.
2. Always get LAN suppported games (system link) on Xbox (why cant Ps3 do LAN system link ??)
3. Ps3 exclusives are so much better - UC, UC2, MGS4, Ratchet. Nowt on Xbox can come close.
4. All unreal games look like pants, low numbers of enemises, poor animations, just flat bump map - look like cut outs.
5. Jasper Xbox with NXE install make no noise. Ps3 slim is quiet. Old Xbox and Fat Ps3 were both crap noisy hair dryers.
There, thats better.PS I have 2 of each consoles so am no fanboy, and have more xbox games than Ps3. But Ps3 top end is better.
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The PS3 version is a bit below the 360 one, but hardly the disastrous difference we were led to believe before.
The graphical differences wouldn't change my mind if I was interested... which I'm not.
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Precisely. Also those other differences, like some missing foliage, lower res textures, blurriness and a framerate that runs at just over half the speed. All fixable through your TV settings too.
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Fortunately, I don't care for most of the MP games released (bar COD and a few others)
If done properly "porting" works. Bioshock, Burnout, Batman. (all the 'B's)
Fallout 3 apparently had minor glitches, but never noticed and I was happy with it.
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You would have to be a cretin to not see the cherry picking thats going on here and a digital foundry. I wonder how much Eurogamer get from Microsoft for this FUD spreading....
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If the 360 died tommorrow, PS3 games would improve as a result, as they code would be built for the PS3's superior hardware from the ground up. You can't showhorn 360 code onto a PS3 and expect the same results, however if you code spedicially for the PS3, you get excellent results...
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There's a comments system bug which sometimes triple-posts. Seems to happen only on Digital Foundry articles (I have no idea why) and happens to me, but I go back and delete any duplicates.
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No, they never do. Apart from when they show the games were the PS3 version wins. But if you ignore those, presumably for the purpose of feeling able to scream BIASMSMUSTPAYTHEM, then no, they never say when a PS3 version of a game is better.
Apart from when they do.
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Oh well. At least im again on the good side of the better version so no biggy.
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@ Semitope: No, I'm not spouting off rubbish, I'm spouting off the truth.
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Huh? Since when? Everyone has known what the PS3 is all about & how it fares. You got me there with Dead Space, but how am I spreading "half-truths," etc., when everyone has known all about things that has been going on between the PS3 & 360?
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If you don't like what I or other people say, don't post about it. Period. I never acted like a jerk towards you, so don't act like a jerk towards me!
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Regarding Ghost Busters there are earlier contradictory statements such as 'we could have had more objects if we had made the game for the PS3' amongst other things which all point to the fact it's a 360 game.
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Bionic Commando
And Ninja Gaiden Sigma 2, though its more of an expansion then a multi plat game (still way better then NG2 on the 360)
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That's not what he meant. Lead development is what he means. Right? If so Burnout was lead development on PS3 too. I think EA tend to try and work hard at keeping PS3 games at parity with 360. Look at Mirrors Edge as well.
But to say NGS2 is way better on PS3 is bull. It came out a year later, no blood, disappearing bodies, half the amount of enemies on screen, missing enemies, inferior overall framerate and more screen tearing. Other than that yeah it looked better, has wiggling breasts, more content and more balanced gameplay.
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[link url=htt p://www.youtube.com/watch?v=JHHyiO12Ipk&fmt=22
]http://ww w.youtube.com/watch?v=JHHyiO12I...[/link]
The videos in HD, I know its Youtube so you cant tell if the game is running any faster then 30 fps, but there's certainly a few parts where it looks like its running well below that.
Oh, and Sega appear to be trying to pull down any videos of full game on the PS3 for some reason, gotta wonder ?