Loomy
Thinks Microaggressions are Real
Panty RaidA friend bought a PS4 for Deep Down, that was even funnier.
Panty RaidA friend bought a PS4 for Deep Down, that was even funnier.
The patched version caps the framerate to 30, but the physical release version has uncapped framerate so it runs at 60 FPS on Ps5 (as long as you don't update the game), and it is beautiful. Long live physical gamesWish I would have kept my physical copy - d'oh! It only runs at 30fps on PS5? That explains a lot...
He fired Ueda and other team members for the money sink that was this project they weren't able to complete, fix and ship. Shu did put other people to complete the game but yes, did put as external contractor Ueda's small team of ex-Japan Studio fired employees and allowed him to be the PR face of the project.I miss Shu he was so sympathic
He fired Ueda and other team members for the money sink that was this project they weren't able to complete, fix and ship. Shu did put other people to complete the game but yes, did put as external contractor Ueda's small team of ex-Japan Studio fired employees and allowed him to be the PR face of the project.
I wish someday the Psx version surfacesThis was known.
GPGPU did the heavy lifting.
Just like ICO was designed for the PS1, but it could not handle their vision, so it moved over to the PS2.
Not impressive? Having to balance a chaotic AI with path scripting along with command-relationship the further across the game must be a nightmare to program with and computationally expensive to push those physics and collisions. You drank way too much of an Unreal 5 and Ray-Traving coolaid to consider this a non-technically demanding game even when it’s officially proven that the PS3 couldn’t struggle to run it at a playable frame rate.Love Ueda games but there is absolutely nothing that couldn't be done on PS3 y they aimed to comply with what the machine's capabilities.
I bought it for PS4 when it came out and liked it but also felt that by the time it was released it wasn't technically impressive.
Still, I hope Ueda finds a way to keep pursuing their vision. I just can't blame Sony for not doing it anymore.
I wish someday the Psx version surfaces
What do you mean?
TLG was made by genDesign (and Sony Japan) after Ueda started his own company and their new game has already been announced for Playstation as well:
I didn't drink any Kool-Aid, friend. I never even mentioned Unreal.Not impressive? Having to balance a chaotic AI with path scripting along with command-relationship the further across the game must be a nightmare to program with and computationally expensive to push those physics and collisions. You drank way too much of an Unreal 5 and Ray-Traving coolaid to consider this a non-technically demanding game even when it’s officially proven that the PS3 couldn’t struggle to run it at a playable frame rate.
30fps progressive in 16:9 would've been well over 60fps interlaced in 4:3. The aspect ratio alone eats ~30% more resources and pro gamers still go out of their way to use 4:3.The gameplay they showed which was running on PS3 was running at 10fps (or 15fps, not sure) then multiplied to reach 30fps.
PS3's the fork in the road where PS took a handful of wrong turns that have never been corrected in subsequent PS consoles.Hence why the other thread a lot of us are saying ps3 was Sony’s worst effort.
Sadly with Shu gone this probably won't happen again. They won't let someone sit on a game for a decade like that anymore.
Still better than Concord development. 400 millions down the drain on release day.
Probably the same people that bought an Xbox One to play Scalebound. Anytime now.People buying a PS3 to play TLG will forever be amusing to me.
This game needs a remaster on PS5. But noooo, let's remaster fuckin Horizon and The Last of Us instead. Wankers.
Any game that can't handle a playable frame rate is by definition is either a poorly optimized game or a technically demanding one. Your argument has no logic to it. An unplayable framerate does not mean the console is capable of "running a game".I didn't drink any Kool-Aid, friend. I never even mentioned Unreal.
I didn't see anything there that couldn't be done on PS3, except for graphics of course. The fact that they had to speed up the trailer so it could be shown running at 30FPS tells you that they never aimed to release in that gen or at least they were victims of wishful thinking.
The game even got delayed because it was so customized to Cell if I remember correctly. So yes, that sounds to me a lack of technical management capabilities. What's the point in customizing for Cell if it wasn't possible?
They were so much ahead that you can still see some of the low res textures they had on the PS3 version.
As I said: I love Ueda's games but they are not technical wizards.
Shu was the saviour he made the right move to fire snail Ueda but good at the end with got The Last Guardian finally on the ps4He fired Ueda and other team members for the money sink that was this project they weren't able to complete, fix and ship. Shu did put other people to complete the game but yes, did put as external contractor Ueda's small team of ex-Japan Studio fired employees and allowed him to be the PR face of the project.
As said, TLG as concept doesn't have anything that prevented it from running on PS3. Pretty likely the framerate was fucked because of the physics of all these Trico feathers, particles of dust etc.Any game that can't handle a playable frame rate is by definition is either a poorly optimized game or a technically demanding one. Your argument has no logic to it. An unplayable framerate does not mean the console is capable of "running a game".
It isn't just Ueda who's having issues with the Cell and the rest of the console generation, even Bioshock Infinite had to significantly scale down it's design because it too demanding. Singling Team Ico out for one of the most notorious hardware in any console period given their team size and budget is just poor dismissal and overlooking the point.
And really, none technical wizards? SoTC was a landmark achievement in the PS2 from lighting to the collisions. This is why I brought up Unreal and Nvidia, you're measure of "tech wizardry" is so simplified it can be boiled down to those two examples. You even mention "textures". Well no shit, they can't re do the art as it would delay the game further, they had to simply reprogram the entire game to the PS4 and gey out there was a resolution bump.
No, it is actually quite the opposite.As said, TLG as concept doesn't have anything that prevented it from running on PS3. Pretty likely the framerate was fucked because of the physics of all these Trico feathers, particles of dust etc.
If they drop all that and just animate some feathers and dust manually the game would be the same and the framerate much better, reaching playable levels, even if the game wouldn't look as good as in the trailer.
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SoTC's among the most important games ever made for a whole list of reasons.And really, none technical wizards? SoTC was a landmark achievement in the PS2 from lighting to the collisions. This is why I brought up Unreal and Nvidia, you're measure of "tech wizardry" is so simplified it can be boiled down to those two examples. You even mention "textures". Well no shit, they can't re do the art as it would delay the game further, they had to simply reprogram the entire game to the PS4 and gey out there was a resolution bump.