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Squilliam said:
Procrastinato said:
Squilliam,

You realize that particle system code varies widely from game engine to game engine, and that their usage in a product really has a lot more to do with that implementation than the hardware, yeah?

presumably, the only real hardware effects of the PS3 and the X360 on particle engines, in general, would be that a properly written engine on the PS3 could simulate many more particles than the 360, and a properly utilized engine on the 360 could spend more time doing particle fill and overdraw, assuming the pixel pipes were available for it.

Six of one, half dozen of the other.

Yes I do, but the underlying strengths and weaknesses of the architecture does help to define the implementation of software layers overtop the hardware architecture. All PS3 games for example could implement MSAA if they wanted to sacrafice in other areas, whereas the Xbox 360 has to sacrafice less to implement MSAA, therefore more Xbox 360 games implement MSAA than do PS3 games.

All I was trying to say is that the Xbox 360 rulz over all, er I mean that the performance of a system is a function of money x talant x time x system achievable performance. Therefore if the Xbox 360 is faster, its faster up until the point where you cross a threshold where you can achieve more performance on the PS3 with the same effort. If the line for most games falls before the PS3 development shines then in practical purposes its the more powerful architecture and if the line is after the point where the PS3 starts to shine then the PS3 is the more powerful architecture.

Well put.  Tools, tools, tools.   I would like to know how MS's 360 development tools differ from PS3 ones.