Straight from a developers mouth working on a high profile game for the PS3. Never before has a developer been this direct in explaing the reason behind why many games poted from the 360 to PS3 have problems. And until another high profile developer who understnads the devleopment of these next generation consoles at this level says any diffrent, his word is law.
Lair For The PlayStation 3: A Q&A With Factor 5 Chief, Julian Eggebrecht
"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 PS 3 game in mind when you created the 360
version. That is where a lot of complaints are coming from. They 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 PS 3, you're in for a bad surprise. The PS 3 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. 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. If you create first on the PS 3, it is
pretty easy to port it to the 360. A lot of companies coming on board now will probably start on
the PS 3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at
all."
http://blogs.mercurynews.com/aei/2007/04/qa_with_factor_5_chief_julian_eggebrecht.html
Have a nice day. All arguments about multiplat ports created on 360 first that later get ported to PS3 are officially over. No one on this board can say any diffrent because no one on this board knows how to develop for the PS3 better than this developer, and no one here is making a game for any of the next generation systems (PS3/xbox360).
This deserves a sticky. Is there any mod noble enough to do it?
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