It is the devs, but the hardware differences between the 360 and the PS3 do play a part. I say so many times why it is the devs. One must look at the development tools available and the exclusives. When you see devs doing it right on the PS3, take Killzone, take Uncharted as examples of the purpose of making a game specifically on a console. There will only be the hardcore 360 fans boys who will say that these game aren't the top of what a console game aspires to be like.
The minute you go multi-platform, it is simple matter of project management. PC game and 360 can use a common code base, very well done from Microsoft's part but they are a software company and make the best development tools on the planet. Now the time come for the PS3 version. Well the engine is the same one but for the PS3. They port the code over to the PS3 and low and behold it almost runs.
mike_on_mic
The "look" would be subjective i.e. you have negate artwork differences.
You are simplifying the porting issues..
For today's raster workloads, the RSX/Geforce 7 is an aging GPU.
From forum.beyond3d.com/showthread.php?t=57736&page=5
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"I could go on for pages listing the types of things the spu's are used for to make up for the machines aging gpu, which may be 7 series NVidia but that's basically a tweaked 6 series NVidia for the most part. But I'll just type a few off the top of my head:"
1) Two ppu/vmx units
There are three ppu/vmx units on the 360, and just one on the PS3. So any load on the 360's remaining two ppu/vmx units must be moved to spu.
2) Vertex culling
You can look back a few years at my first post talking about this, but it's common knowledge now that you need to move as much vertex load as possible to spu otherwise it won't keep pace with the 360.
3) Vertex texture sampling
You can texture sample in vertex shaders on 360 just fine, but it's unusably slow on PS3. Most multi platform games simply won't use this feature on 360 to make keeping parity easier, but if a dev does make use of it then you will have no choice but to move all such functionality to spu.
4) Shader patching
Changing variables in shader programs is cake on the 360. Not so on the PS3 because they are embedded into the shader programs. So you have to use spu's to patch your shader programs.
5) Branching
You never want a lot of branching in general, but when you do really need it the 360 handles it fine, PS3 does not. If you are stuck needing branching in shaders then you will want to move all such functionality to spu.
6) Shader inputs
You can pass plenty of inputs to shaders on 360, but do it on PS3 and your game will grind to a halt. You will want to move all such functionality to spu to minimize the amount of inputs needed on the shader programs.
7) MSAA alternatives
Msaa runs full speed on 360 gpu needing just cpu tiling calculations. Msaa on PS3 gpu is very slow. You will want to move msaa to spu as soon as you can.
8 ) Post processing
360 is unified architecture meaning post process steps can often be slotted into gpu idle time. This is not as easily doable on PS3, so you will want to move as much post process to spu as possible.
9) Load balancing
360 gpu load balances itself just fine since it's unified. If the load on a given frame shifts to heavy vertex or heavy pixel load then you don't care. Not so on PS3 where such load shifts will cause frame drops. You will want to shift as much load as possible to spu to minimize your peak load on the gpu.
10) Half floats
You can use full floats just fine on the 360 gpu. On the PS3 gpu they cause performance slowdowns. If you really need/have to use shaders with many full floats then you will want to move such functionality over to the spu's.
11) Shader array indexing
You can index into arrays in shaders on the 360 gpu no problem. You can't do that on PS3. If you absolutely need this functionality then you will have to either rework your shaders or move it all to spu.
Etc, etc, etc...
A few tweaks here and there and the game becomes playable. It is a simple fact of time. The game run, who cares if it isn't as good, or there is slight slow downs in certain places it is released and it plays, we have 58 million potential people who will buy it, not to mention the 360 and the PC versions. I will also state that Crysis 2 looked great on the PS3 and I thought that Lens of Truth said both versions were the same. With RDR you can see the cut backs the devs made on the PS3 version. No shadows, less grass. These are things you remove to increase performance. Why are they needing to increase performance, shoddy hardware, nope, poor porting of the code. It could be that they are running most code on the PPE and not as much on the SPEs but I am sure many will come up with an argument for that.
mike_on_mic
Crysis 2 PS3 = 1024x720 (TAA + edge post-process))
Crysis 2 Xbox 360 = 1152x720 (TAA + edge post-process)
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