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MikeB said:
@ starcraft

Tomb Raider Underworld developer (the game is BTW 6.8 GB):

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

So the PS3 suffers here due to the 360.

"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)."

So the 360 benefits here due to the PS3.

That second quote is merely saying that the concepts for developing an application with multiple cores in mind, as necessary on the PS3, are also applicable to the 360 and PC. And in this case, worked better than what MS told them to do. The one thing that can be gathered from this is that all developers should start embracing multiple cores and embracing the concepts to best take advantage of them.