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vlad, it isn't all just to do with bottlenecks. Basically the Xbox 360 is programmed more or less with Direct-X, the basics of which have been around for a very long time now.

So anyone who's written a PC game in the last 5 years can probably code something up for Xbox pretty quickly. Then they have to work on optimisations etc to get around the differences between the architecture and relative component speeds from a PC. Then generally on a second generation game, the developers have learnt the sort of stuff they need to do differently, and can do a better designed engine and get more performance as a result.

With a PS3, it's just not as familiar. Starting from scratch without an idea of where to begin means the first generation will very likely take longer and perform worse. Going onto the next game the developer would be at about the point they were at with the first gen Xbox 360 game.

Taking that into account, and given the 360 launched a year earlier, I wouldn't be surprised if PS3 development efforts are basically 1.5 generations of games behind the 360.

NB: yes I know Carmack was never much of a Direct-X guy anyway, and that mostly he writes OpenGL, but for most developers, Direct-X is fairly familiar.