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MikeB said:
Another reason is the 360's memory layout, tiling is killig a lot of the 360's graphics potential.

I promised myself not to reply for MikeBs posts as they seem to be nothing but bad joke. Anyway, I just wanted to correct that tiling problem applies only for pixel shader operations that are made on daughter die. (You do know or don't know that everything must be 'tiled' for SPUs. Processing very large amount of data that is dependant on large amount of other data will render SPUs quite useless.)

And for both of you:

Get me devkit for X360 and PS3 and I will make program for both platforms that do not run properly on another platform. Neither you can optimize those programs for them to make them work. ;)

Oh and MikeB:

Your amiga analogs suck. I know you love amiga, but PS3 isn't amiga.