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自抽贴又来了,龙穴制作人谈PS3,XB360

好吧.....自抽的又来了:D

PS3大作<龙穴>的制作人近日接受访问时,谈了对PS3,XB360开发游戏的看法http://blogs.mercurynews.com/aei/2007/04/qa_with_factor_5_chief_julian_eggebrecht.html

问: 你认为PS3和XB360的区别在哪?
答:制作人们在制作XB360PS3跨平台游戏时最好脑子里要有移植到PS3的准惫.比如在开发XB360版本时,如果用到了360硬件上的特性(统一喧染,内存显存无解限) .那么将来移植到PS3时,你会发现PS3版本会比较糟糕.

"Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?

A: You'll have a hard time if you port without having a PS3 game in mind when you created the 360 version.That is where a lot of complaints are coming from.

They [developers] created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise."

No unified memory (i.e. the 256 MB memory limitation on the PS3), and no embedded memory (lack of embedded 10MB framebuffer on the PS3), makes it difficult for developers to port from X360 to the PS3


但如果你先开发PS3版,那么会很容易移植到XB360上.不过,我们不用开发XB360游戏.

"If you create first on the PS3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at all."

我们花了一段地狱般的艰苦时间克服了PS3内存上的限制,把龙穴般到了PS3上,就象当初在作GC上的游戏一样.

"yes we spent the last four or six weeks going through hell getting Lair into memory [when asked about PS3 memory limitation]. But then again, we were doing the same thing on Rebel Strike [a last gen GC title]"


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引用:
原帖由 mapledot 于 2007-4-15 15:24 发表
这翻译的真够烂……
爱较真的制作人更烂:D



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引用:
原帖由 阿卡 于 2007-4-15 15:26 发表
这算是什么?称赞XBOX 360的强大机能(比如说PS3作品很容易移植到XO)?还是暗里骂PS3的开发环境(比如说地狱的艰苦时间)?

这个时候说这话不合时宜,给了N多人翩翩联想~~
不新鲜,有些人应该早习惯了。

http://www.tgfcer.com/club/viewt ... 8419&highlight=


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引用:
原帖由 正版万岁 于 2007-4-15 15:51 发表
问题是他既然一点都不需要考虑360

那为什么对360和ps3之间开发游戏的差别如此如数家珍呢?

sounds fishy...
早期。FACTOR也拿到过XO开发机,不过现在居说和SCE的关系很铁。

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引用:
原帖由 vyse 于 2007-4-15 15:52 发表
我觉得他只是说两部机器硬件特性不同,你用XO的特性开发游戏去移植PS3表现会比较糟糕

日后有完全根据PS3硬件制作的游戏也会同理吧
可惜人家说的是If you create first on the PS3, it is pretty easy to port it to the 360.
:D :D :D

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引用:
原帖由 飞坦 于 2007-4-15 16:36 发表
如果只把神姬的CELL当成P3 1G来用,那移植起来自然容易.
恩,这才是本贴亮点所在

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