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."
Woah woah woah! Didn't you get the memo? The desktop PC is dying! Everyone is going to be playing FPS' on their touchscreen tablets.
*Current gen* consoles are at their limit (well past them, actually, most games can't even come close to 720p @ 30fps these days, let alone 1080p @ 60fps), but there will inevitably be a pair of new consoles out next year that will reset the clock so that instead of working with a 10 year old PC equivalent the devs are only working with 2 year old PC equivalent.
The PC will always end up ahead in terms of raw power and flexibility but game devs like the stability of consoles and the low barrier to player entry that gives them a bigger target market.
"I'd like to know what the exact problem is they can't overcome[...]"
perhaps an arrow in the knee?
Eventually, devs will move back to the PC
No, eventually MS/Sony/Nintendo will release a new generation of consoles. But do keep dreaming.
In terms of sales the PC is the largest and fastest growing game platform every single quarter.
"I zero-index my hamsters" - Willtor (147206)
Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.
The move back to PC is already happening. The proportion of games which aren't single platform console exclusives which don't get a PC port is shrinking fast. And if anything, the number of single platform exclusives on the consoles is shrinking even faster; one lesson of this generation has been that development costs are so high that you can't afford to limit your market unless you're getting a very, very high degree of financial support from the console manufacturer.
We're also at the point now where even the shoddiest and most rushed of PC ports are significantly better than the console equivalents. I recently played Spec Ops: The Line (great game, don't be put off by the title and box art, it's not a generic modern military shooter) on the PC and felt pretty hard done by. The port's an absolute mess, with all of the rubbish around lack of graphical and control customisation options that drive PC gamers up the wall. Then I saw the 360 version running on a friend's console. And all of a sudden, I felt rather better about the PC version, simply because it was so much easier to actually see what was going on with a decent resolution.
The true next-gen is probably still 18 months or so away (the Wii-U doesn't really count, in hardware terms). Developers know they can get a head start on it at the moment by working on PC development - particularly with all the indications that the PS4 will go for a more PC-like architecture.
We've been here before, actually. Just as "PC gaming is dying" is a cyclical thing, so is "console games have been left in the dust". The PC actually moved into a very commanding position at the end of the SNES/Genesis cycle, when there was a long gap before really credible console successors emerged in the form of the Playstation and (to a lesser extent) the N64. That was a great time to be a PC gamer and a terrible time to be a console gamer.
We kind of missed out on this at the end of the last cycle because, to be honest, the PS2, Xbox and Gamecube probably had a year or so of life in them when they were replaced by a new generation (indeed, the PS2 carried on doing quite nicely for ages after the PS3 launch, getting some of its best games during this window). But that was in a different economic environment, when there was felt to be a lot of customer demand to spend money on new consoles and when it felt like a genuine race to market. This time around, the PC's had much more of a chance to come into its own.
Of course, 6 months after the next Xbox and the PS4 launch, the gaming headlines will be full of "PC gaming is dying".
Good programmers can make serious bugs, but good companies fix their products when they find them.
What unyielding deadline? These games have been out for years and they are still not fixed.
Oh noes, its hard, so we should be able to ripoff the customer with an unfinished product that we will not take a return on nor will we ever fix.
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.
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'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
Should developers move back to OpenGL, then the API is relatively fixed, and these particular issues all go away. What's more, 1 codebase for all platforms, and then consoles will essentially die, to be replaced by commodity small form factor PCs that will perform better, are most likely upgradable regarding CPU, and just all around better. Since DirectX seems to be slower than OpenGL, there's no argument for coding to that proprietary API anymore anyway, and perhaps we really can move to a single graphics API, which would improve things across the board even if you can't take advantage of that one little hack on a specific system to get that 401 fps vs 400....
The cesspool just got a check and balance.
Yep, I'm sure it's a problem with bad programming, because good programmers never produce serious bugs, right? It's not like quality control is actually really hard, especially with large and complex software under a single unyielding deadline. Forgive me, but it seems like you've never done professional software development in your life.
In fairness to h4rr4r, Bethesda is notorious for releasing sprawling RPGs with absurd numbers of bugs(and not just technically challenging 3d-engine-developer-wonk stuff, bugged quests, faulty item stats, broken dialog trees, etc. are also quite common and can persist through multiple patches even after being conveniently cataloged on the assorted fan-wikis or even systematically cleaned up by 3rd-party mods...)
Software quality is definitely a hole with no bottom, into which even the smartest can fall; but Bethesda is undeniably a standout for "AAA big-budget titles from people who should know better that are crawling with bugs you can discover just by playing through once, never mind actually doing any QA".
You missed his point. He didn't say consoles had better versions of the games compared to expensive high-end PCs of the time. He said console games look and perform better than they would running on PCs with similar specs.
Mada mada dane.
To give you an idea, Skyrim has thousands of quests all of which can interact with each other in thousands * thousands of ways.
There's no support in Bethesda's development tools for unit testing of quests. There's no support for fuzz-testing of quests.
They don't have the tools to make a bug-free complex game, and they haven't bothered to make them.
They did however waste tons of time writing a custom BASIC-esque scripting language (which is itself incomplete and buggy) instead of just glomming-on some JS or Lua.
I used to think the problem was simply complexity, like you. Since Bethesda has released their dev tools to the public, now I'm thinking it's 90% incompetence.
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