Polk said:
360 demo felt like fluctuating around 20-25fps.
Let's hope final version was optimized somehow.
I believe the 360 game is double buffered with v-sync, which means it is synchronized to the monitors refresh rate (60 hz in this case). If the system cannot deliver 60 fps, for example, you will drop to 30 fps. If you cannot hold 30 fps, you drop to 20 fps. This causes some pretty abrupt performance drops.
The PS3 demo uses triple buffering, however, which has the effect of allowing the system to display exactly as fast as it can render. As a result, you can have framerates in the mid-20s without any problems. If the renderer dips by just a bit you might only lose 1-2 fps. With double buffering, that same drop will result in a loss of 10 frames per second.
This is basically the problem at hand. I suspect they are rendering at similar speeds internally, but the double buffered output of the 360 version is limiting the output. As usual, the 10mb of framebuffer memory is probably the issue here. Triple buffering has become increasingly common on PS3, but nobody uses it on 360.
That said, there is hope that the full game will be able to hit 30 fps and hold it much more often. The rainy scene at the beginning seems quite demanding AND is taken from an old build. As long as the 360 version can hold 30 fps, it will feel perfectly fine. Any hiccups, however, result in a huge performance loss.
As there are no obvious visual differences aside from this, however, there is no reason to go with the 360 version over the PS3 version if you have a choice.
Fixed. There is nothing in the demo that warrants this kind of performance. Both consoles should be able to lift this title with at least a rock solid 30fps. And the combat? Clearly they went through a troubled development...
Nothing? I dunno, the extremely heavy rain combined with heavy shader usage and high quality motion blur seems pretty demanding. The motion blur is particularly fantastic and probably does not come cheap. Don't forget, the demo is taken from an old build. The final could be much smoother.
Only in the context of Batman: AA though because it had mostly very dark environments with less colour contrast between edges which meant that aliasing was less obvious and SSAO wasn't as noticeable either. This is clever use of art design assets to soften the impact. However, it doesn't change the raw performance difference.
That's very true, but again, these differences are minor compared to most UE3 powered games on the two platforms. Do you not agree that this level of quality would be sufficient for most PS3 ports of UE3 games?
The core design of this engine just seems to be at odds with the PS3 architecture. They do not play nice together. It's not as if other developers have not implemented those effects in other ways.