Kutaragi Walked Right Into The Trap Set By Ms
The adaptation of nVIDIA's GPU for PSX3 is a major blow to PSX3's prospect, since this action forces SCEI to play the game by MS's term. Why? Because
1. MS wrote VertexShader and PixelShader specification.
2. VS and PS are optimized for DirectX/XNA, not OpenGL.
3. But PSX3 cannot use DirectX. Must use Embedded OpenGL.
4. Embedded OpenGL that SCEI hopes to use is still in early stage.
5. Compared to Embedded OpenGL, DirectX is a mature technology.
6. Developers have been coding DX shaders for four years now. Developers are unfamiliar with Embedded OpenGL shaders.
7. PSX3 no longer enjoys a rendering performance advantage over Xbox Next.
Kutaragi Ken adapting a rendering engine optimized for the rival's API because he had no choice.
Vertex and Pixel Shaders of nVIDIA GPUs perform the best with DirectX9. But Kutaragi Ken must use a less efficient API instead.