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On the topic of plateform ,when we straight port our first Ps3 engine to X360 we had much better performances.Then ,becoming ps3 exclusive ,we did a lot of rethink and tuning (and up to date kits and libs) ,it 's now a lot much better than x360 's....
This Is normal ,when you have oportunity play with the strenghts.
Of course it is. Following this logic tho, if you would have become x360 exclusive with up to date kits and libs directly from Microsoft and an engine tailored for 360, perfomances could have been very similar to ps3 ones.
Am I correct?
Someone asked the costs of each system OS.
According to this article http://dpad.gotfrag.com/portal/story/35372/?spage=6 , Everything comes at a cost and here are the costs for the 360. # 32MB of the 512mb of available GDDR3 RAM
# 3% CPU time on Core1 and Core2 (nothing is reserved on Core0)
Microsoft still has room left from what they’ve already reserved for future updates.
Transitioning to the PS3’s Operating system here is what the resource allocation looks like.
Sony of course has decided to match Microsoft by using a constantly running in the background Operating system and here is what it includes. Again I will not be going into what it offers as most already know by now.
The costs for the PS3’s operating system are as follows
# 32mb of the 256mb of available GDDR3 memory off the RSX chip
# 64mb of the 256mb of available XDR memory off the Cell CPU
# 1 SPE of 7 constantly reserved
# 1 SPE of 7 able to be "taken" by the OS at a moments notice (games have to give it up if requested).