I don't think the term "better" should be used in this context at all..
Also "work properly" proposes that the system couldn't run at all without optimised assets which is completely ludacris.. your sentence would have been better read as "RSX needs more streamlined/optmised code to match Xenos in relative performance.."
Oh & Cell doesn't require optimised assets anymore than Xenon (or any other CPU for that matter) does..
I think many people around here forget that for all the "common knowledge" surrounding PC GPUs:-
- Most PC developers have the benefit of driver & DirectX abstraction layers and thus don't require or even obtain intimate knowledge of most GPUs since they have to support all of them..
- Most console developers (especially those that originated from working predominantly with PS2/One hardware) have never had to work with nVidia GPUs before (not professionally at least) & thus what maybe considered "common knowledge" may not be so much so in the console space..
I am pro PS3 don't get me wrong I am not trying to knock the PS3 in any sense just trying to see things from a multi dev side of things.
As for your last statment surely there must be a huge amount of support for the Nvidia GPU's that console devs could get their hands on. What I mean is there must be many manuals, forums and other forms of support for the Nvidia chipsets. Far more than Cell which is a new (well relativly new now
technology).
To my mind anything that can be done on the Xbox360 can be done on the PS3. While I had doubts about AI until the SPURS came along (with I now believe SPE's being able to pull off AI faster/more efficently than the PPE).
The question is how hard (i.e. resource wise) would that be for any particular project). How much work around would be needed to get to the same state of play as the Xbox 360.
For me though I don't think that the reverse is true. That the Xbox360 can do everything that the PS3 can due to the raw power and versatility of the Cell processor.
Taking Killzone 2 for example there is a lot of GPU, or graphic jobs being done on the Cell processor, and seing from the graph releaised there is plenty of spare "room" for more to be done.
In effect Killzone 2 will be the first generation ps3 shooter engine for the PS3. I would imagine that the resources needed for a Killzone 3 for example would be much lower (don't need to pay so much for middle wear solutions, allready done, don't need to create the engine from scratch etc).
The question for me would then be imagination and talent. I.E. Given architectural restraints (I suppose the biggest would be memory), how could you get close to optimal utilisation of the Cell. What could you add (i.e. better graphics, better physics, better animation etc) that would firstly add to the next game while utilising the full power of the Cell.
I don't know if I am quite making myself clear. It's just given the many percentages of optimisiation on the most technicaly advanced games on the PS3 (like uncharted, H Sword, R&C). It must be very difficult at the concept stage because you don't exactly know the limitit of the Cell to work for your game because it hasn't been reached yet.
To my mind I would imagine a game like the getaway would come the closest to reaching this type of hardware limitation. Due to the fact that they can have X amount of people, with x quality of AI, with x quality of graphics, with x amount of animation with x amount of responsivness to the player character etc.
Sorry I went off topic quite a bit just been thinking about these things allot lately
.