LordTheNightKnight said: "If you take some internet forum poster's word, then you've got to take my word that this forum moderator (who have would have no idea regarding porting dev costs -- why would he?) is dead wrong. ;)" You obviously don't know who I mean. Christian Svensson (his username is Sven) is a vice president of the company. He kind of knows what he's writing. And if you think about it, porting isn't easy. Take a single texture. Put it from the PS3 to the 360 and you have to rewrite how the GPU generates it, how the VRAM handles it taking into account size, bandwidth, clock speed, and latency, and how the shader pipelines handle it. And do that for every texture in the game. |
You're telling me that one of the VPs of Capcom responds to forum posts, asking about dev costs, eh?
Also... you do realize that all three platform SDKs have prebuilt libraries for loading and rendering textures, right? That you don't have to author code to render each texture independently... or whatever it is you're trying to suggest. You seem to have a grossly under-informed concept of how graphics APIs (like OpenGL, which the Wii and PS3 APIs are close to, or Direct3d which the 360 basically uses... which is kind of a variant of OpenGL.. but thats a long story) work -- if you're not a programmer, that's understandable. You should probably try and avoid using it as an example though -- you're way way off the mark.