Tekken 6 PS3 Discussion

VF5 gets nothing but high marks about its online play. STHD plays great
No argument here (having played both VF5 and SFHD, both are far superior to SC4 in online).

Angelic: Sorry, misread your post.

iKotomi: That's precisely why SDKs exist, is to abstract the hardware differences away from the software. Yes, things have to be optimized for each platform, but to minimize the amount of work developers try to make systems as generic as possible. If an SDK is well designed, it will make this easy. If it's not well designed, it will make this very difficult. I haven't seen either the 360 or PS3 SDK, so I can't say how they look. But having spoken to people working for various companies (2K, Sony), they all say that the PS3 is extremely difficult to program for.

Madnis: Unreal 3 was developed for PC/360 first (Gears of War). Orange Box is a port of a PC title, and the experience Valve had in making it is why there is no PS3 version of Left 4 Dead. I don't know about Mirror's Edge, but DICE is a long-time PC developer, so my money would be on their primary development being PC/360. The same applies to Fallout 3 (Bethesda having only made PC/Xbox versions of their previous 2 games, and only PC before that).
You're also not considering all the downsides of these various technologies. Re: Rage - Sure, Blu-Ray has more storage capacity for those high-res textures ID loves so much, but it's also got slower read speed than DVD does, so it's not that simple.

I very much agree that this isn't an excuse on their part. If they can't do it properly, they shouldn't do it at all, and it looks to me like some companies are finally getting that (see - no Left 4 Dead on PS3).

I don't even remember what my original point was, so I'll leave it there. :)

EDIT: Spluh? I guess my original point was just to not assume things, but not made in a very good way. Forget that comment, doesn't apply.
 
How hard the SDK is to use doesn't change the fact that the netcode is bad. It just means its harder to write good netcode. However, paid professionals should be able to do a better job than a bunch of fanboys hacking away in their free time.
 
My point about the SDKs is in reference to the earlier talk about performance differences between systems and porting issues (regarding T6 being, as far as we know, a PS3 to 360 port), not about the netcode.

I agree that we should expect better from paid professionals. And the sad thing is that Namco isn't the worst offender (tried Smash Bros. Brawl online lately?) I think that Capcom and Sega have thrown down the proverbial gauntlet, upstaging Namco by having not only better online play, but in their first attempts at it (where as SC4 is the 2nd I can count from Namco). I hope T6 has VF5 or SF2HDR level online performance, but it probably won't stop me from buying it (it just might mean I buy it after a price drop rather than at launch).
 
How difficult an SDK is to use is a hardware issue. The purpose of an SDK is to allow you to develop for that particular
platform. A good SDK is not necessarily one that is easy to program for. The simpler a language is, the less efficient it is. The job of the engineers isn't to get code that works, its to get code that works well, and you simply need to have more control. The more control you have, the more difficult it is to program, but the easier it is to make efficient code.

Pretty much, in order to program well, you need to understand the hardware, and how to use the SDK efficiently for the hardware. The fact of the matter is, people just don't have the experience using the hardware in the ps3, while the 360 is easier to work with for obvious reason. Same reason why the saturn had such crappy ports, due to the weird processor it had. You just have to program in a different way. That's why software differences are because of hardware differences.
 
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