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@ Deneidez

Some engines can still have the same code from 90's or early 2000 because it just works


If you want to, you can just stick to using the PPE. Genji 2, a PS3 exclusive did not use any SPEs at all. The game still looked decent though.

I know Housemarque(Finland is small place, you know) and stardust wasn't exactly kind of game I was referring. LBP is more like it, but still didn't media molecule get a lot of help from sony when they were making it? Can sony help every dev out there the same way?


It's not a difficult platform to develop for when designing your game engine from scratch.

To quote Media Molecule:

"We went multiprocessor from the beginning, went multicore, and not having legacy code to hamper that code was such a blessing."

"The PS3 has this insane quantity of power, which seems to take a cloth simulator, and then lots more you want to throw at it. It's just a really enjoyable machine to code for."

What can you do with the knowledge of optimizing EE now?


It's a most excellent basis for deep knowledge of more modern gaming hardware, likewise if you developed high quality games for the Amiga, NeoGeo, Snes, etc. At least you know how hardware works under the hood to some extend and your perspectives aren't limited to what middleware and high level development environments allow you to know.



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