Kwaad said:
Ehhh.. 1 thread. One video wrapper file per graphics line. (one for nvidia, ATI, and Intel) That's hard. Let's look at the PS3. 2-20 threads. With a AI system required to 'scale' the load. Comptuers are easy. |
What you said was just gibberish ...
I'm not exactly sure what you mean by "video wrapper file per graphics line" but (generally speaking) graphics are handled by OpenGL or Direct3D (or both, often interfaced through a combination of an adapter pattern and a bridge pattern) where features of several generations of graphics cards and graphics venders (Geforce 6000, Geforce 7000, Geforce 8000, Radeon x800, Radeon x1800, intel extreme graphics, etc.) are handled through extensions in these APIs (arb extensions in the case of OpenGL).
Most PC games are now being developed as multi-threaded applications and must support multiple lines of processors (Single Core, Dual Core, Quad Core, with each of these hyperthreaded for each manufacturer).
On top of this you have to give options on display settings, input, sound and dozens of other settings which make testing a nightmare and make it dramatically more likely that they're going to have serious bugs.
Still, people were unhappy with the PS2 but were forced to deal with it because of its massive userbase; by the end of the generation they were able to get a level of performance which should have been available from the start with a better architecture. This generation is different, as sales continue along this slow path few developers will see any real benefit from spending the time to fight with the PS3 to gain performance.