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@ Deneidez

Some of the dev quotes from e-mpire forums:

"asset-wise 360 was around first, so we made stuff keeping the 360 in mind first."

"Well, that all depends on your definition. Writing code optimized for the PS3 and using threading policies that are suited the SPUs is a given, because not doing so would not be acceptable at all. All our multithreading is done on PS3 first without exception, and other platforms emulate SPURS."

"Secondly, the matters of multithreading policies, the whole job queue architecture, encapsulation of jobs and their corresponding data packets, etc. that work on the PS3 are indeed more than applicable of the 360/PC. And as I've mentioned before, they work better than anything and everything that Microsoft recommends (so far without exception for us). The problems lie in the fact that that work is an absolute necessity on the PS3, whereas they're not entirely necessary on any other platform."

I am quite sure its stupid to use ram for shaders when you have ten times better eDRAM you can use to play around with those shaders.


The eDRAM approach is much cheaper than having seperate RAM with seperate buses. It's not an approach used for PCs because eDRAM becomes expensive if you want to have enough of it (which is not the case for the 360, but would be a requirement for a gaming PC, it's an approach which mostly makes sense on last gen low res consoles).

The PS3's low latency XDR ram approach is also expensive compared to PC solutions, but more important than costs it's because the Cell really requires (mostly, it can also be used by the RSX) dedicated low latency RAM to get the most out of this architecture (like being used as stream processors).



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales