MS forces devs to follow strict adherence to MS's API not allowing devs to program directly to hardware allowing devs to push the hardware to the limit. Sony on the other hand allows devs to push the PS3 hardware as devs see fit. Basically No dev is pushing the 360's limits. Here is a quote from Lucas Arts Andreev that I got from D4 Danger at Neogaf forums:
"The challenge from here is queuing up the code to display the new image at the right time – no problem at all on either console if your game is locked at 30FPS. According to Andreev, if the game drops below 30FPS the PS3 is still able to carry out the "flip" at the right point between the two frames. However, on Xbox 360, Microsoft's TCRs - the technical rules which dictate what you can and can't do with its hardware - insist that all calls to the graphics hardware go through their own APIs, and there isn't an equivalent system in place on DirectX".
Andreev's solution for presenting the interpolated image in a sub-30FPS scenario involves talking directly to the hardware and bypassing the API, violating Microsoft's sinister-sounding "TCR #12" - in place to make sure that all games will work on all revisions of Xbox 360 past, present and future. There's nothing to stop Microsoft adding it to future revisions of its development tools, but it is an interesting reminder - if not a direct example - of how strict adherence to the 360's console-optimised DirectX layer may be holding more adventurous 360 developers back, something Digital Foundry has discussed in the past.
Here is the link from Gaf: http://www.neogaf.com/forum/showthread.php?t=405549&page=2
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