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MikeB said:
Killzone 2 pushes the PS3 far more than Red Faction and as the devs told us they are nowhere near to maxing out the PS3 hardware.

Of course there are going to be headaches to deal with when designing a 360/PS3 multi-platform game engine, because despite some similarities they are too different to take optimal advantage of.

For the 360 it does not matter if this was an exclusive, for the PS3 it does due to its innovative nature.

So instead of trying to come up with a real argument, you instead say "look at killzone 2"

Cool.

Forget the fact that Red Faction is pushing the hardware in different ways than killzone.

MikeB said:
No way they stated they maxed out the PS3, running into some bottlenecks for which workarounds exist is not the same as maxing out the hardware. Memory usage is always a moving target, code optimisations, streaming, procedural synthesis (Cell rules at this) vs pre-baked asset memory footprints, etc all effect memory usage.

Do you have any examples of PS3 games using real-time procedural generation? Keep in mind that I said games.

Maybe you could find developers referring to FP10 on the 360 as MDR rendering while you're at it