Capcom released this new batch of images from the PS3 version of Lost Planet - Extreme Condition.
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All comments (44)
Commented on 2007-12-10 20:39:25
Commented on 2007-12-10 20:39:48aren't ports supposed to look similar or close to the original?
Commented on 2007-12-10 20:52:25 In reply to Xion4360
Commented on 2007-12-10 20:52:50 In reply to Splicer261aren't ports supposed to look similar or close to the original?
Commented on 2007-12-10 21:09:46 In reply to jackdoe
Commented on 2007-12-10 21:20:56less ram - less res textures. it`s that simple.
there is no magical way to store the same amount of data in less ram. even the "allmighty" cell (yet to be proven btw) can`t change that. if it could i`d buy one ^_^
Commented on 2007-12-10 23:20:13
Commented on 2007-12-10 23:58:23
Commented on 2007-12-11 00:43:33 In reply to Xion4360
Commented on 2007-12-11 00:44:12 In reply to Knodi
Commented on 2007-12-11 01:21:07
Commented on 2007-12-11 02:15:04in all seriousness i thought you could hold more like..stuff on em??
Commented on 2007-12-11 02:41:57 In reply to jioann00in all seriousness i thought you could hold more like..stuff on em??
Commented on 2007-12-11 06:56:22 In reply to kprountzosANY PORT FROM XBOX360 IS LAAAAZZZZY AND THAT IS A FACT.
Commented on 2007-12-11 17:26:45The 360 game was developed from ground up to take advantage of the 360.
Now you try and port that to PS3 and you're going to run into problems. The main one being PS3 has 256MB ram and 360 has 512MB. How exactly do you compensate for that?
It would be the same if you tried to port a former PS3 exclusive to 360. How would you compensate for the different processor ability and disc storage?
As for a sequel, considering they are making the effort to port the original, you would expect the sequel to be multi-format or a timed 360 exclusive. Capcom are out to make a profit this gen and that means multi-format.
Their original offerings on 360 were exclusive because they wanted to see what sort of sales they would get if they aimed at a western audience. 360 was the best console to do so.
As for the above post about DMC4, it's using the Lost Planet/Dead Rising engine that was developed for 360 so you imagine that would be the lead format.
Commented on 2007-12-11 22:21:15 In reply to blinx01
Commented on 2007-12-11 23:34:42 In reply to jackdoeHowever, you would think that if they did optimize the LP engine for PS3 then Lost Planet would actually look decent and not show signs of being an obvious port?
Commented on 2007-12-12 01:48:59 In reply to blinx01
Commented on 2007-12-12 12:20:36 In reply to BakutheswedeFact 1: you can not use 100% of the free video memory for textures, you need space for frame-, Z- and other buffers. This alone reveals the naive fallacy of 110100100.
Fact 2: the RSX can render textures from main memory, and quite efficiently so.
Fact 3 (esspecially for blinx01): the PS3 has just about the same amount of available RAM as the X360. There are only 2 differences: first, the X360 has it unified while on PS3 it is split into two even pools. And second: the PS3 reserves a bit over double the memory than the X360 for internal activities - 32MB versus 72 MB (by FW 1.8, might be reduced further with FW 2.0).
These missing 40MB (or less) do not justify the downgrade of Lost Planet. It is simply a cheap conversion, where the devs don't bother rewriting the engine to handle textures from main memory. So they simple downsize them to fit into video memory, while the main memory prolly has plenty of free space. This way you also only utilize half the memory bandwith available to RSX, as the other bus lies idle. Sadly, this is the same as with a lot of other X360-ports.