@liamdudeeee When I listened to Oliver, I was thinking "Oh, PC fanboys will love this. Income the console bashing." Then I scrolled down and WHOOAAA MAGIC!
On the 360, even with a very low quality blob, we were barely within our performance budget. But we really wanted to have the same high quality blob among all platforms. Meanwhile, the code was poorly suited for PS3 SPU. We ended up re-writing all the blob code so it would take better advantage of multiple cores and SPUs, giving us quality blobs on all platforms while staying within performance and memory constraints.
Here’s what he says, since everyone keeps whining about it: The first implementation of the blob was integrated in the Source engine back in 2007. Over the years, the code has been significantly optimized, but was still way too slow to run on game consoles. The blob was a key feature of Portal 2, even though we did not know if we could make it work for consoles. In summer 2010, we were still considering using a completely different tech for consoles--one that would certainly not look as nice.
go to theportalwiki (dot) com/wiki/Portal_2_developer_commentary and ctrl+f Olivier and you can find what he says. I would post all of it here, but it is waaay too long
Translate Olivier Nallet please
siloPIRATE 5 months ago
@siloPIRATE he basically said. consoles suck shit balls.
liamdudeeee 5 months ago
@liamdudeeee When I listened to Oliver, I was thinking "Oh, PC fanboys will love this. Income the console bashing." Then I scrolled down and WHOOAAA MAGIC!
akeel456 2 months ago
@akeel456 just stating the facts :D
liamdudeeee 2 months ago
@liamdudeeee Oh, youuu! Ima keep playing my God-awful PS3 anyway. ;p
akeel456 2 months ago
@akeel456 I envy your mastery toleration. =P
liamdudeeee 2 months ago
On the 360, even with a very low quality blob, we were barely within our performance budget. But we really wanted to have the same high quality blob among all platforms. Meanwhile, the code was poorly suited for PS3 SPU. We ended up re-writing all the blob code so it would take better advantage of multiple cores and SPUs, giving us quality blobs on all platforms while staying within performance and memory constraints.
kaikiyukionna27 9 months ago 8
Here’s what he says, since everyone keeps whining about it: The first implementation of the blob was integrated in the Source engine back in 2007. Over the years, the code has been significantly optimized, but was still way too slow to run on game consoles. The blob was a key feature of Portal 2, even though we did not know if we could make it work for consoles. In summer 2010, we were still considering using a completely different tech for consoles--one that would certainly not look as nice.
kaikiyukionna27 9 months ago 4
worth the wait
blackmage3000 9 months ago
BLOB COD
Addicted2gaming 9 months ago
go to theportalwiki (dot) com/wiki/Portal_2_developer_commentary and ctrl+f Olivier and you can find what he says. I would post all of it here, but it is waaay too long
corsair47 9 months ago
go to theportalwiki (dot) com/wiki/Portal_2_developer_commentary
corsair47 9 months ago
Olivier Nallet sounds french
mspeter97 9 months ago
COD = code?
sus = Source?
Jaramo1 10 months ago
I understand him.
jeremiahjw 10 months ago
It's a conspiracy. Olivier Nallet is not speaking English. I DENY it.
Moontouchofficial 10 months ago 24
I have no idea what the hell they said, you couldn't turn on subtitles?
danthekilla 10 months ago
Why haven't you turn on the subtitles? Olivier Nallet is freaking ununderstandable.
krzychulczyk 10 months ago 33
@krzychulczyk I dunno, I understood him fairly well. You just have to concentrate. o 3o
Ruffincake 10 months ago