It's often been said that one of the many advantages of working on console is that you have a fixed set of hardware to work with, that you can "write to the metal" and code to the "bleeding edge" of the spec. However, our sources suggest that this simply isn't an optionfor Xbox 360 developers. Microsoft doesn't allow it.
Suspicions were first aroused by a tweet by EA Vancouver's Jim Hejl who revealed that addressing the Xenos GPU on 360 involves using the DirectX APIs, which in turn incurs a cost on CPU resources. Hejl later wrote in a further message that he'd written his own API for manual control of the GPU ring, incurring little or no hit to the main CPU.
"Cert would hate it tho," he added mysteriously.
http://www.eurogamer.net/articles/digitalfoundry-directx-360-performance-blog-entry
Suspicions were first aroused by a tweet by EA Vancouver's Jim Hejl who revealed that addressing the Xenos GPU on 360 involves using the DirectX APIs, which in turn incurs a cost on CPU resources. Hejl later wrote in a further message that he'd written his own API for manual control of the GPU ring, incurring little or no hit to the main CPU.
"Cert would hate it tho," he added mysteriously.
http://www.eurogamer.net/articles/digitalfoundry-directx-360-performance-blog-entry