I guess it's something of a topical issue, a lot of people seem to be wondering why ports twixt these two systems are coming off a little worse for wear in certain cases. Gamasutra asked some pretty straightforward questions along those lines, and Jeff Yates provides Havok's perspective on what seems to be the typical issues with 'ports gone bad'. Might be enlightening..
As a bonus, Havok's animation tools are also discussed.
http://www.gamasutra.com/features/20070416/sheffield_01.shtml
As a bonus, Havok's animation tools are also discussed.
http://www.gamasutra.com/features/20070416/sheffield_01.shtml
GS: How much are the next-gen consoles changing that memory usage?
JY: It's changing for sure. I think the PS3 has great potential, but it's a very different kind of architecture. If people build their games with an understanding of what their challenges are going to be with porting between consoles, we can do a lot. In some cases, though, we're seeing people start with a 360 SKU and defer thinking about the PS3 port later. That can have some pretty dire consequences for how you process your art. We try to advise people that if they're thinking about moving to PS3 eventually, that they need to talk to us at the start so we can get things sorted out. I think that's going to be a very big challenge for everybody for awhile, because this idea of many, many cores with smaller local memories will present a lot of challenges in many different directions.
GS: At this stage, I've heard some people say that when starting with an Xbox 360 version, they have trouble getting the PS3 version to look as good later on. It's interesting, because the PS3 is potentially more powerful.
JY: I think a lot of it has to do with slicing and dicing the task and moving it to each of the smaller processors. Those processors are really powerful, but you have to plan for it. We've spent the last two years re-architecturing our software so that you can have one interface that, when used appropriately, can get maximum use out of the SPUs. You do need to plan for that, and if you have one massive world presented as one object, it's a little more challenging. It takes preparation.
GS: What troubles specifically have people had with moving from 360 to PS3?
JY: There are certain things that are proprietary and need to be walked around carefully, but I would say that you don't have to go back, for example, and redo the art, but you may need to re-export or reprocess the art to chunk it up differently. For our stuff, it may be to store the right amount of information locally, so that when information is passed around the system, it has everything it needs to do its job.
GS: I suppose it's because you can use bigger chunks on 360, whereas on PS3, you have to chop it up a lot more?
JY: Yeah, you have a more unified memory architecture on 360 and PC in general. I think that there are merits to both, though. If you can move the world over to many processors and structure the game so that you can dice stuff up, there's a lot of leading-edge technology out there that seems to be going in that direction. That might just be one of those paradigm shifts that the software development component of the game industry goes through over the next five or ten years.