Rumored Improvements to the PS3 Online Experience
There's an interesting series of articles over at innerbits discussing rumored improvements to the PS3 online interface - aka the 1.60 firmware upgrade. It's a good read, and if real, will help the PS3 quite a bit toward being a gaming system capable of supporting an online community. That said (and you knew this was coming), it should also be pretty obvious that Sony made a fundamental mistake when designing the PS3 that is going to impact their plans this entire generation.
Simply put, the mistake is that Sony did not chose to reserve sufficient resources of both memory and CPU time to run their XMB bar (aka community interface) over any application. Instead, it appears Sony permanently reserved some memory (64 MB if I recall correctly), and 1 SPU. In addition, they notified developers that they could take over another SPU at any time if needed.
What this effectively does is cause developers to have to make decisions whether or not to support a feature (and allocate memory to it). And unfortunately, memory is pretty tight on consoles (all consoles) in the first place. Add to that the fact that memory requirements for some of these features are pretty high, and I struggle to believe we'll see some of these features in many games at all, much less consistently across the platform. Here are some examples (with comments on each):
Background Downloading:
On the PS3, when you enter a game, your downloads will be paused and queued up, to be restarted later when you exit back to the XMB. The reason for this is that the PS3 needs extra system resources (primarily memory) to do background downloading, and as such could affect game play.
New APIs were discussed which allow background downloading during less resource intensive sections of a game (such as the front end menu), but such functionality will only be considered once the 1.60 update is out the door. Even so, games would have to allocate extra memory need to be able to support this.
[The Xbox is able to do this because we can use reserved memory/CPU time. From the game's perspective, it never existed in the first place, so it's never lost.]
In-game Purchases:
This new API will offer developers a greater flexibility for marketing their own downloadable content from within their own game. The only downside to this new API is that it will require approximately an extra 60 MB of memory to be made available to the OS. The memory requirement seems quite hefty, but we should also remember that such an interface would be integrated into the front-end menus of a game, which should use up less memory anyways and therefore pose less of a challenge to developers.
[60 MB is pretty brutal. Remember, the PS3 has 256 MB of main system RAM. It's true this shouldn't be a problem to find at a game menu, but if you want to enable any sort of interesting in-game, instant gratification purchases developers will need to figure out what, if anything, you can temporarily dump out of memory. I expect we'll see a lot of main menu stores.]
In-game Friends List:
In other good news, which might mean increased adoption of this feature from developers, the extra memory needed to support the friends list system utility has been cut down from 16 MB to a more manageable 9 MB.
Unfortunately, cross-game invites will still not work as of 1.60. While players will be able to message each other from within games from 1.60 (in the games that support it), the issue of booting up a different game and then passing on the invitation has not not been resolved. Sony will essentially need to create a new TRC guideline for games to support this. Sony is working on several potential solutions, but in the meantime, this new feature is unlikely to show up for quite a while, and certainly not in the 1.60 update.
[The size reduction is good news - it means some games may support the Friends List in games. What will be interesting to see is if Sony mandates this via their TRCs (or Technical Requirements for Certification). If they do, every PS3 game going forward just lost almost 10 MB of system RAM that can't be used for game purposes. For what it's worth, I think the cross-game invite problem is solvable, even with their current architecture.]
Cross-game Voice Chat:
Cross-game voice chat (or game-agnostic voice chat) is another feature now in jeopardy due to lack of planning. As of now, there isn’t even a scheduled time plan for implementation, meaning this feature is unlikely to appear before the summer, and potentially never. The issue again is that it places significant requirements on both processor and memory, which would have to be requisitioned from the game currently being played.
[I'm not surprised as universal voice chat was one of our bigger challenges to fit into reserved system resources. Not having planned ahead makes it that much harder - I don't expect we'll ever see this unless Sony mandates another TRC... which will also impact every game hard.]
This quote summarizes the issues listed quite well:
The only way such functionality is going to get implemented is if Sony puts their foot down, provides the functionality and makes it a requirement for each game to support these features. Sony needs to do this because developers have no vested interest in creating a uniform experience for the end user across all the games on the platform. Sony would be the only one primarily profiting from this as the users would be sure to welcome a consistent interface of fundamental OS features across all games.
Another rock and a hard spot to be in. And yes, I still see a price cut coming this year.
<rant>
You want to know the absolutely most frustrating thing about this? This could have all been avoided had the PS3 not been rushed to market. I can tell you from personal experience all of these traps were things the Live and Platform teams thought about and planned ahead for... which is why we're able to deliver the experience we are now. There's no reason Sony could not have done the same - and as a gamer (and not a Microsoft employee), it frustrates the living hell out of me. Right... enough said.
</rant>