MikeB on 22 April 2009
@ starcraft
They are saying that assuming multiplatform development, it is better to develop first for the PS3 because it takes more effort to get the same amount out of it you cane easily get from the Xbox 360. They are not for a moment implying that developing first for the Xbox 360 would result in poorer results than actually eventuated.
A PC/360 developer responded to an Insomniac presentation (developer for the PC/360 game Prey):
"Sure you can just about get away with bad code now on the 360"
"Regardless of managed memory or cached memory, the concepts and methods Mike has presented is highly portable. In the case of cached memory, that method results in optimized cache locality and cache utilization (something extremely important when multiple threads are sharing L1 on a single core, and multiple cores are sharing L2), and a predictable way to optimally prefetch. Good data locality, minimal sync points, branch elimination, and vectorization are all required to be able to extract great performance out of the 360 as well."
That's why it's better to write for the PS3 first, you can easily indentify bad design and bad code on the PS3. A 360/PC version will thus run more efficiently as well.
With good design and code the gains are huge on the PS3, but there are gains for the PC and 360 as well.







