Lair developer (Factor 5, a very close Sony partner) politely points out how the PS3 is the lowest common denominator.
"Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?
A: You'll have a hard time if you port without having a PS3 game in mind when you created the 360 version.That is where a lot of complaints are coming from.
They [developers] created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise.
The PS3 is all about streamlining about the two different memory pools. They are separate. You don't have to do tiling because you don't have an embedded frame buffer. "
No unified memory (i.e. the 256 MB memory limitation on the PS3), and no embedded memory (lack of embedded 10MB framebuffer on the PS3), makes it difficult for developers to port from X360 to the PS3.
"All of these advantages of the PS 3 turn into disadvantages if you don't start making your game on the PS 3. Hence the griping."
Unlike X360, the PS3 has 1 out of 3 architecture advantages for developers, and that is multicore (not counting bluray as it's moot point for performance).
Whereas X360 has 3 out of 3 advantages for developers (multicore, embedded memory, and unified memory).
Hence if developers started writing their games utilizing only the multicore advantage (without utilizing the 2 extra advantages the X360 has over the PS3), then things will be fine for both the PS3 and X360.
But if they did utilize the 2 extra architectural advantage of the X360, then obviously the PS3 version will suffer greatly trying to compensate for the lack of those 2 extra X360 exclusive features.
"If you create first on the PS3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at all."
It's much easier to port from the PS3 to X360 cause the PS3 has no special hardware that X360 doesn't have already.
And then finally he goes onto comparing the PS3 limitations to last gen hardware limitation.
"yes we spent the last four or six weeks going through hell getting Lair into memory [when asked about PS3 memory limitation]. But then again, we were doing the same thing on Rebel Strike [a last gen GC title]"
So basically the PS3 is the console that will bring down graphics fidelity in multiplats because it's the lowest common denominator. (just like last gen with Xbox1 and PS2)
Developers now have to think of the PS3's limitations, adjust their engines accordingly to match the PS3's hardware, and then port with ease to the X360.
^This is someone's interpretation of this article, how would you interpret this and is there any truth to what was said? I'd like to clear up if this is FUD or not.
"Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?
A: You'll have a hard time if you port without having a PS3 game in mind when you created the 360 version.That is where a lot of complaints are coming from.
They [developers] created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise.
The PS3 is all about streamlining about the two different memory pools. They are separate. You don't have to do tiling because you don't have an embedded frame buffer. "
No unified memory (i.e. the 256 MB memory limitation on the PS3), and no embedded memory (lack of embedded 10MB framebuffer on the PS3), makes it difficult for developers to port from X360 to the PS3.
"All of these advantages of the PS 3 turn into disadvantages if you don't start making your game on the PS 3. Hence the griping."
Unlike X360, the PS3 has 1 out of 3 architecture advantages for developers, and that is multicore (not counting bluray as it's moot point for performance).
Whereas X360 has 3 out of 3 advantages for developers (multicore, embedded memory, and unified memory).
Hence if developers started writing their games utilizing only the multicore advantage (without utilizing the 2 extra advantages the X360 has over the PS3), then things will be fine for both the PS3 and X360.
But if they did utilize the 2 extra architectural advantage of the X360, then obviously the PS3 version will suffer greatly trying to compensate for the lack of those 2 extra X360 exclusive features.
"If you create first on the PS3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at all."
It's much easier to port from the PS3 to X360 cause the PS3 has no special hardware that X360 doesn't have already.
And then finally he goes onto comparing the PS3 limitations to last gen hardware limitation.
"yes we spent the last four or six weeks going through hell getting Lair into memory [when asked about PS3 memory limitation]. But then again, we were doing the same thing on Rebel Strike [a last gen GC title]"
So basically the PS3 is the console that will bring down graphics fidelity in multiplats because it's the lowest common denominator. (just like last gen with Xbox1 and PS2)
Developers now have to think of the PS3's limitations, adjust their engines accordingly to match the PS3's hardware, and then port with ease to the X360.
^This is someone's interpretation of this article, how would you interpret this and is there any truth to what was said? I'd like to clear up if this is FUD or not.