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MikeB said:
rubido said:
MikeB said:


That's pretty much at the core of the issue. Writing PS3 friendly code, will also result in better performing code on other CPUs. Of course the Cell is by far the most powerful console CPU, so the gains here can be much bigger potentially, but that won't be the case for most multi-platform games as for example you can't have one version of the game have twice as many onscreen enemies than another version without considerable redesign.

And also, your conclusion from those quotes is wrong (the bolded part).

I think you misread what I stated, it means if not coded this way you will get bad results on the PS3, so the gains are much larger. On the 360 the gains are more marginal.

 

 

I don't think I misread what you wrote. You wrote: "Writing PS3 friendly code, will also result in better performing code on other CPUs". That part is completely wrong. Also on what you tried to complement later, you will not get marginal gains on less cores. You will get a loss in performance as there will be more data passing between different threads and more swapping of threads for cpu usage. There are no gains in performance whatsoever... not even marginal. What you get is organization in the code and that is what the developer was talking about.

And still, where did you get those quotes?