why PS3 is not a friendly console 4 game development?

This topic is locked from further discussion.

Avatar image for 2mrw
2mrw

6206

Forum Posts

0

Wiki Points

0

Followers

Reviews: 23

User Lists: 0

#1 2mrw
Member since 2008 • 6206 Posts

why is it 2 difficult and more consuming 2 develope games 4 PS3, why x360 is the leading console when developing a game and why PS3 vesions are usually inferior (not n all games)

expert people plzz answer me?!!!!!!!!!

Avatar image for rogerjak
rogerjak

14950

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#2 rogerjak
Member since 2004 • 14950 Posts

Cell architecture is different from the Xbox. And apparently (I THINK) Xbox's is more similar to the previous gen so it's easier for devs to make games in the Xbox.

But we don't see horrid ports often now. And some companies are choosing PS3 to be the leading platform.

Avatar image for clyde46
clyde46

49061

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#3 clyde46
Member since 2005 • 49061 Posts
I think Sony's decison to stuff the ps3 full of hardware is going to pay off as the 360 is coming up for it 4th year in the market.
Avatar image for DataDream
DataDream

3195

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#4 DataDream
Member since 2004 • 3195 Posts

Both consoles are fairly advanced pieces of hardware - the primary difference that makes it harder to write code on the PS3, is also the same thing that sets it apart from all other hardware currently available at the consumer level.

Namely this difference is the Cell Processor Technolgy.

Why would that make much of a difference you might ask?

Simple - the Xbox 360 uses a CPU that is essentially the same (or at least very similar) to a PC CPU. Also the 360 uses the same API's or code parameters as the PC in most cases. This makes writing code for the 360 virtually the same - or at least VERY similar to writing code for the PC which developers have been doing for many years and consider it fairly standard.

The PS3 uses a Cell CPU(APU's) which are a completely new and cutting edge technology. The advantage to this is that the hardware (at least the CPU/APU - the GPU is debatable) is MUCH more powerful than that found in the 360. In reality in regards to the CPU/APU only (not the GPU) the PS3 has the potential to be more powerful than even the highest end consumer PC's - which is hard to swallow for me as I'm an avid PC guy - but it's a fact that his new processor is generations ahead of any of your standard Intel or AMD CPU's. And there in lies the problem...

It is new and advanced technology and it doesn't run on the same API's as the standard. It is completely unique programming structure unlike the 360 which borrows heavily from the PC. So while porting code between the PC and 360 is fairly simple - it has to be completely reworked in a brand new way that programmers are generally not familiar with in order to get it to work on the PS3. This is why games written specifically for the PS3 are so amazing - while ports tend to be average or in some cases if the porting is rushed - not very good.

So the positive is that the hardware in the PS3 is superior - hands down. The downside to that is the learning curve for programmers to learn the new way of coding in order to write games for it properly and to take advantage of that hardware.

The CPU/APU's in the PS3 have not even come close to seeing their full potential used - and in fact most likely won't in this generation. However due to the fact that more and more developers are adapting to the new way of programming for Cell - by the time the technology is fully realized - probably in the PS4 - it will set itself far apart from any system using a standard PC CPU.

So the good is - Superior hardware.

The Bad is - it's new so people aren't really used to writing for it yet and probably won't be able to fully tap the hardwares power for a couple more years.

Avatar image for Azurathe
Azurathe

498

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#5 Azurathe
Member since 2003 • 498 Posts

Both consoles are fairly advanced pieces of hardware - the primary difference that makes it harder to write code on the PS3, is also the same thing that sets it apart from all other hardware currently available at the consumer level.

Namely this difference is the Cell Processor Technolgy.

Why would that make much of a difference you might ask?

Simple - the Xbox 360 uses a CPU that is essentially the same (or at least very similar) to a PC CPU. Also the 360 uses the same API's or code parameters as the PC in most cases. This makes writing code for the 360 virtually the same - or at least VERY similar to writing code for the PC which developers have been doing for many years and consider it fairly standard.

The PS3 uses a Cell CPU(APU's) which are a completely new and cutting edge technology. The advantage to this is that the hardware (at least the CPU/APU - the GPU is debatable) is MUCH more powerful than that found in the 360. In reality in regards to the CPU/APU only (not the GPU) the PS3 has the potential to be more powerful than even the highest end consumer PC's - which is hard to swallow for me as I'm an avid PC guy - but it's a fact that his new processor is generations ahead of any of your standard Intel or AMD CPU's. And there in lies the problem...

It is new and advanced technology and it doesn't run on the same API's as the standard. It is completely unique programming structure unlike the 360 which borrows heavily from the PC. So while porting code between the PC and 360 is fairly simple - it has to be completely reworked in a brand new way that programmers are generally not familiar with in order to get it to work on the PS3. This is why games written specifically for the PS3 are so amazing - while ports tend to be average or in some cases if the porting is rushed - not very good.

So the positive is that the hardware in the PS3 is superior - hands down. The downside to that is the learning curve for programmers to learn the new way of coding in order to write games for it properly and to take advantage of that hardware.

The CPU/APU's in the PS3 have not even come close to seeing their full potential used - and in fact most likely won't in this generation. However due to the fact that more and more developers are adapting to the new way of programming for Cell - by the time the technology is fully realized - probably in the PS4 - it will set itself far apart from any system using a standard PC CPU.

So the good is - Superior hardware.

The Bad is - it's new so people aren't really used to writing for it yet and probably won't be able to fully tap the hardwares power for a couple more years.

DataDream

What he said, or it could be the fact that somewhere around 90% of the development studios in the business suck for various reasons.

Avatar image for 224385652654335052701865008979
224385652654335052701865008979

871

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#6 224385652654335052701865008979
Member since 2008 • 871 Posts

Both consoles are fairly advanced pieces of hardware - the primary difference that makes it harder to write code on the PS3, is also the same thing that sets it apart from all other hardware currently available at the consumer level.

Namely this difference is the Cell Processor Technolgy.

Why would that make much of a difference you might ask?

Simple - the Xbox 360 uses a CPU that is essentially the same (or at least very similar) to a PC CPU. Also the 360 uses the same API's or code parameters as the PC in most cases. This makes writing code for the 360 virtually the same - or at least VERY similar to writing code for the PC which developers have been doing for many years and consider it fairly standard.

The PS3 uses a Cell CPU(APU's) which are a completely new and cutting edge technology. The advantage to this is that the hardware (at least the CPU/APU - the GPU is debatable) is MUCH more powerful than that found in the 360. In reality in regards to the CPU/APU only (not the GPU) the PS3 has the potential to be more powerful than even the highest end consumer PC's - which is hard to swallow for me as I'm an avid PC guy - but it's a fact that his new processor is generations ahead of any of your standard Intel or AMD CPU's. And there in lies the problem...

It is new and advanced technology and it doesn't run on the same API's as the standard. It is completely unique programming structure unlike the 360 which borrows heavily from the PC. So while porting code between the PC and 360 is fairly simple - it has to be completely reworked in a brand new way that programmers are generally not familiar with in order to get it to work on the PS3. This is why games written specifically for the PS3 are so amazing - while ports tend to be average or in some cases if the porting is rushed - not very good.

So the positive is that the hardware in the PS3 is superior - hands down. The downside to that is the learning curve for programmers to learn the new way of coding in order to write games for it properly and to take advantage of that hardware.

The CPU/APU's in the PS3 have not even come close to seeing their full potential used - and in fact most likely won't in this generation. However due to the fact that more and more developers are adapting to the new way of programming for Cell - by the time the technology is fully realized - probably in the PS4 - it will set itself far apart from any system using a standard PC CPU.

So the good is - Superior hardware.

The Bad is - it's new so people aren't really used to writing for it yet and probably won't be able to fully tap the hardwares power for a couple more years.

DataDream


I think this is a good and intellectual writeup. 2 minor corrections. It's not APU, it's SPU. An API is a software progamming interface and has nothing to do with hardware. An example of an API is a series of functions, lets say in C/C++ that allow you to pass parameters to them and they do various things. API's are written by programmers to interface with various systems. Physics, Sound, Graphics, Controller, etc... Looking at it this way, and API is actually responsible (depending on how high-level it is) for serving as more simple interface to the hardware. Some programmers code directly for the hardware (well, as direct as possible) which means that they write their code in assembly language. Engines generally do not contain loads of assembly language for the baseline processor (CPU). However lots of SPU code is optimized in assembly language. Other programmers write code in C/C++. It's typical for large systems (such as physics, animation management, and effects) to be written mostly C at the high level. Authors of such systems provide an API which is an abstract (in a sense) interface to their systems that allows people to use them without having to know every last detail about how it works.

Sorry for the rambling explanation. I thought your writeup was good so I wanted to supplement it.
Avatar image for ZimpanX
ZimpanX

12636

Forum Posts

0

Wiki Points

0

Followers

Reviews: 21

User Lists: 0

#7 ZimpanX
Member since 2005 • 12636 Posts

Cell architecture is different from the Xbox. And apparently (I THINK) Xbox's is more similar to the previous gen so it's easier for devs to make games in the Xbox.

rogerjak


It's because the Xbox architechture is more simular to a PC, and pretty much all games are developed on a PC first before being moved over to different platforms.
Avatar image for DataDream
DataDream

3195

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#8 DataDream
Member since 2004 • 3195 Posts
[QUOTE="DataDream"]

Both consoles are fairly advanced pieces of hardware - the primary difference that makes it harder to write code on the PS3, is also the same thing that sets it apart from all other hardware currently available at the consumer level.

Namely this difference is the Cell Processor Technolgy.

Why would that make much of a difference you might ask?

Simple - the Xbox 360 uses a CPU that is essentially the same (or at least very similar) to a PC CPU. Also the 360 uses the same API's or code parameters as the PC in most cases. This makes writing code for the 360 virtually the same - or at least VERY similar to writing code for the PC which developers have been doing for many years and consider it fairly standard.

The PS3 uses a Cell CPU(APU's) which are a completely new and cutting edge technology. The advantage to this is that the hardware (at least the CPU/APU - the GPU is debatable) is MUCH more powerful than that found in the 360. In reality in regards to the CPU/APU only (not the GPU) the PS3 has the potential to be more powerful than even the highest end consumer PC's - which is hard to swallow for me as I'm an avid PC guy - but it's a fact that his new processor is generations ahead of any of your standard Intel or AMD CPU's. And there in lies the problem...

It is new and advanced technology and it doesn't run on the same API's as the standard. It is completely unique programming structure unlike the 360 which borrows heavily from the PC. So while porting code between the PC and 360 is fairly simple - it has to be completely reworked in a brand new way that programmers are generally not familiar with in order to get it to work on the PS3. This is why games written specifically for the PS3 are so amazing - while ports tend to be average or in some cases if the porting is rushed - not very good.

So the positive is that the hardware in the PS3 is superior - hands down. The downside to that is the learning curve for programmers to learn the new way of coding in order to write games for it properly and to take advantage of that hardware.

The CPU/APU's in the PS3 have not even come close to seeing their full potential used - and in fact most likely won't in this generation. However due to the fact that more and more developers are adapting to the new way of programming for Cell - by the time the technology is fully realized - probably in the PS4 - it will set itself far apart from any system using a standard PC CPU.

So the good is - Superior hardware.

The Bad is - it's new so people aren't really used to writing for it yet and probably won't be able to fully tap the hardwares power for a couple more years.

PhysicsLCP



I think this is a good and intellectual writeup. 2 minor corrections. It's not APU, it's SPU. An API is a software progamming interface and has nothing to do with hardware. An example of an API is a series of functions, lets say in C/C++ that allow you to pass parameters to them and they do various things. API's are written by programmers to interface with various systems. Physics, Sound, Graphics, Controller, etc... Looking at it this way, and API is actually responsible (depending on how high-level it is) for serving as more simple interface to the hardware. Some programmers code directly for the hardware (well, as direct as possible) which means that they write their code in assembly language. Engines generally do not contain loads of assembly language for the baseline processor (CPU). However lots of SPU code is optimized in assembly language. Other programmers write code in C/C++. It's typical for large systems (such as physics, animation management, and effects) to be written mostly C at the high level. Authors of such systems provide an API which is an abstract (in a sense) interface to their systems that allows people to use them without having to know every last detail about how it works.

Sorry for the rambling explanation. I thought your writeup was good so I wanted to supplement it.

Thank you. :)

I appreciate it (sincerely) that you pointed out those couple of errors. I hate getting info wrong. LOL

I knew the SPU thing - the API thing, well ya taught me something there. :)

Avatar image for TheRaven17
TheRaven17

37

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#9 TheRaven17
Member since 2008 • 37 Posts

The 360 is more familiar to developers, it follows the same architecture as PCs and previos generations consoles (Stress the GPU, unified memory architecture, CPU is good enough to get the Job done).

Sony moved away from what developers were used to with their dedicated memory format. They have 256MB of memory for the Cell CPU and 256MB for the GPU forcing developers to try and stress the CPU as much as possible. Microsoft has 512MB of shared memory so developers can dedicate more resources to the GPU if needed. That's probably the biggest difference. If developers can find new ways of maximizing the PS3's dedicated memory and move towards stressing the CPU over the GPU like they are used to then the PS3 can be very nice, but personally I'm thinking that's asking alot for developers to do, kind of like Sony is forcing developers to do what they say not asking them what will make things better for them. Just as a note the 360 was only going to have 256MB of memory until epic came in and showed them what Gears of War will look like if they doubled the memory to 512, Microsoft then dropped 1 billion dollars to make it happen. I really don't see Sony asking ever asking developers what they want.

Avatar image for Coolboy420x
Coolboy420x

2235

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#10 Coolboy420x
Member since 2004 • 2235 Posts
Two Reasons: #1 its hard to write code for PS3 BUT the more work you'll put into it, the better it'll get than anything else out there. (Ex: MGS4, KZ2 etc) #2. Most devs are lazy so they opt out for 360 and end up not putting good effort into teh PS3 version.