Bethesda: We Can't Make Dawnguard Work On the PS3
An anonymous reader sends this quote from Geek.com:
"PS3 gamers may now never get access to the content in Skyrim's Dawnguard DLC. That's the news coming out of Bethesda via their forums. Administrator and global community lead Gstaff posted an update on the state of PS3 DLC for the game, and it's not looking great. Gstaff explains that releasing sizeable DLC is a complex issue, and it seems like for the PS3 it might be just a bit too complex. No detail is given as to what the specific problem is, but Bethesda is preparing PS3 gamers for the reality that Dawnguard, and for that matter any other Skyrim DLC, may never reach the platform. I'd like to know what the exact problem is they can't overcome, but I'd also like to know if this is a failing on Bethesda's part or a shortcoming of the PS3 architecture. Maybe Sony should pay Bethesda a visit and see what's going on."
In other Skyrim news, a mod for the game that attempted to recreate J.R.R. Tolkien's Middle Earth, has received a Cease & Desist letter from Warner Bros, causing development to stop.
The rootkit takes up too much disk space on the drive.
One way to answer that question is to ask are any other companies having problems with large DLC on the PS3?
"I use a Mac because I'm just better than you are."
With gfx, storage, cpu, mem all piling on the pressure, consoles are drowning. Eventually, devs will move back to the PC because of its more open, less limited setup - even with the headaches that brings with it.
Frankly, with steam its a good platform for devs and users. And the hardware is pretty amazing today, even in the medium PC markets, with bang for buck being quite high.
We`re all equal
The simple answer is they are incompetent. After all the issues I had with Fallout and New Vegas I will never buy another Bethesda game. The crashing, the stalling, the slowing down of the game as you get farther along.
Games are my time to relax, not be frustrated with the amateur hour programming Bethesda seems to employ.
I'm really glad I bought Skyrim on PC. I've got at least one "Dawnguard expansion" worth of material free as mods. (I've even posted a few small ones of my own)
"I'd like to know what the exact problem is they can't overcome[...]"
perhaps an arrow in the knee?
Yeah, but it would be nice if the receivers did not have to bow simply because they can not afford to fight back. The rights of IP ownership are often much more restrictive then the companies sending out these C&D letters with they were.. but they have discovered that they can abuse the civil system to make it behave like they have rights they do not, simply because it would be too costly for the defendant to defend themselves.
I've played their games too. But on a PC. They make PC games, and then cram them into consoles. You think you can do better? Prove it.
The guy who said the election was rigged won the presidency with the second-most votes.
game devs like the stability of consoles and the low barrier to player entry
PCs, on the other hand, have far lower barriers to developer entry. You don't have to start by making a mobile phone game in a genre you dislike in order to get a job working hundreds miles away for five years in order to build "relevant video game industry experience" in order to qualify for a console devkit.
You don't have to be able to better yourself to state facts about flaws.
Do you think Ebert makes better movies? Do you think you should not be able to sue GM when your new car burns up in your driveway because you could not make a better one?
Skyrim is pretty much unplayable on the PS3, particular in the latter stages. I enjoyed the game but have since swapped to my PC and will no longer buy new games for the PS3... now it just sits there as a bulky blueray player. I think this is Sony's loss rather than Bethesda's downfall, imho.
It is always best to use IP with permission
How should a non-commercial mod team go about obtaining such permission, practically?
By asking nicely.
No colour or religion ever stopped the bullet from a gun
Hah! Nice one. Just a single look at the deficient UI for Skyrim on PC should be proof enough that Bethesda makes games for the most profitable platform available at the time, and then try to mostly port it to the other platforms. Hint: that platform isn't the PC.
This is why the 360 gets the best experience with the fewest bugs and receives all the DLC exclusively for a certain time period.
I am not at all shocked to see this C&D letter arrive at their doorstep. Commercial rights owners will act to protect their properties. The (any) team doing dev work on a IP other than their own and acting without a license should expect as much too. It is always best to use IP with permission or that is original no matter how 'cool' the property may seem.
Its no big deal. They just have to change a few things. They'll be marching with Bobbits (make your own joke) and smelfs, fighting balsmogs on their way to Fordor.
As long as the game play doesn't include any pinchy motions, they'll be just fine.
It's a strange architecture. Most modern machines are symmetric-multiprocessor (SMP). That means programming is very straightforward - all the processors share the same memory space and each processor can do any work you like, so you just have to worry about the normal threading issues (race conditions, deadlocks, etc.) but it's otherwise just standard multithreaded programming.
The PS3 is not SMP - it has one main processor with 256MB of non-video RAM (a big chunk of which is reserved for the OS) and a lot of smaller coprocessors that have very limited RAM (256K). If you can fit chunks of work nicely into 256K, then the thing screams. If you cannot, then you have to do most of the work on the main processor, in less memory than is available on the Xbox360. In other words, you've gone from 6 hardware threads on the Xbox to 2 on the PS3. The combination of less general-purpose processing power and less usable main memory is a really hard problem to solve.
Now, for a lot of games, the Cell is great. Fighting games, puzzle games, art games, ARPGs, JRPGs, platformers. Any time you can offload individual character animation or rendering to the SPEs, you win. The PS3 can animate and render a whole lot more mobs in a scene than the Xbox360 can. If you have a physics calculation like waves on water or swarm movement that is easily separatable into small chunks, the PS3 is also superior.
But think about an open-world game - especially one with the sort of wide-open spaces and anyone-can-go-anywhere gameplay of Skyrim. We did open-world games and we constantly had trouble because physics and AI could interact over a long distance. We broke the world up into cells and aggressively limited the range of some computations to avoid this problem, but still, a lot had to run on the main processor because once the size of a physics calculation or a pathfind exceeded 256K, you couldn't do it on the SPEs. And believe me, pathfinding data alone in an open-world game is always going to be larger than 256K! AI in modern games is expensive, and we know that Bethesda takes their AI very seriously.
Maintaining a large, persistent world also means keeping track of lots of stuff, and that means memory. On the PC, you have practically unlimited swap and tons of main RAM, so it's not an issue. On consoles you have limited RAM and swap space and fragmentation can kill you if you dead. To be honest, I'm surprised the game runs as well as it does on the Xbox360, but again, you have more memory there and they have the ability to "steal" RAM from graphics if they need it, whereas you can't on the PS3.
So while I wish Bethesda had overcome the technical hurdles and made the game workable on the PS3, I can hardly fault them for coming up short. It's just not a platform well-suited to the type of game Skyrim is.
The PS3 only has 256 megabytes of RAM compared to the 360's 512 megabytes.
It's not as simple as that - PS3 has 256MB CPU RAM and 256MB GPU RAM, where the 360 has 512MB shared by both CPU and GPU. In real terms, the memory available is more or less equal.
No colour or religion ever stopped the bullet from a gun
Warner Brothers has exclusive rights to make Lord of the Rings based video games. It is fully in their right to protest someone making such a game without their agreement. Before they bought Turbine, WB only had rights over a large subset of LOTR video gaming potential, now they have all of it.
It's a shame that PC games don't allow the user to control everything with a gamepad. I'm talking about starting the game, configuring settings, etc, just like in consoles. Not even in opensource games, I never see this.
That makes them impossible or inconvenient to play from a HTPC.
How many of those games are loading save files with as much persistent world state as Skyrim has?
Zero? Right then. You just have no idea what you're talking about. The PS3's design is fundamentally bad for a game like Skyrim. It's too complicated, too RAM starved, and the SPUs have access to so little memory that you have to use the main CPU for far too much stuff. Trying to cram more data into it now is what's breaking things.
-- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
Because JRRT and those who followed in his footsteps have already laid claim to various concepts. I am aware that copyrights are not identical to patents. But under copyright, the combination of "access" and "substantial similarity" implies infringement, and courts have held that "substantial similarity" includes similarity of nonliteral elements.
You both seem to be missing the point.
If it's not LOTR, then it's not LOTR and just some pretender.
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
I agree, which is why I am tying future sales to past actions.
If more people did that then more revenue would be attached.
Yes, portal 2 and many other valve games are patched far more often than the PS3 ports. I know this because I only bought the PS3 version as it included a free PC copy.
Is that the RAM is divided on it.
So consoles don't have a lot of RAM compared to PCs anyhow. I mean even when the 360 and PS3 launched 512MB wasn't a ton, and now of course it is just minuscule. However consoles have two tricks that PCs don't that help:
1) They don't have nearly as much overhead. A full blown desktop OS takes up quite a bit of RAM just to run, never mind all the background processes most users add on (IM client, virus scanner, etc). While consoles do have an OS these days, it is cut down a whole lot. So it needs much less RAM to run.
2) The GPU and CPU share RAM. On computers it is separate. Discrete GPUs have their own RAM onboard, of course, and even iGPUs don't share system RAM in terms of actual data, they grab part of it for their own use. With consoles they share the units share the RAM, so you don't end up having a copy of something both in main and graphics memory.
Well the PS3 doesn't do #2. It has 256MB for the CPU and 256MB for the GPU. They are separated. That means that while it technically has as much RAM as the 360, in reality it has less available.
This is because Sony honestly thought the Cell was going to be the GPU for the PS3. I have no idea why they thought that would work, but they thought that would be the case. Then midway through development they realized it wouldn't cut it, so they went to nVidia to get a GPU. nVidia was happy to accommodate them, of course, but given the short timetable couldn't customize the GPU fully. So more or less they got an nVidia 7900, which of course uses separate RAM.