LordTheNightKnight said: "you do realize that all three platform SDKs have prebuilt libraries for loading and rendering textures, right?" That was only one hypothetical form. And there isn't a way to just automatically convert one texture rendering thing to another, if that's what you're thinking. And even if you took care of the textures, you have to make sure any level uses the textures properly, and that cannot be converted with a prebuilt library. |
If you gave me a .bmp file, or a .tga file, or a .dds file (or a variety of other formats), I could render it on any of the three current-gen consoles, or a PC running Windows or Linux, in under 1 minute. I could literally do it on all those consoles in under 3 minutes. I'm not joking in the slightest. Most of that time would just be me, copying and pasting that file around, and renaming it, and then loading the same test app on all 5-ish platforms and running it.
You really need to stop talking about the supposed difficulties of porting code, which is, by nature (all compilers enforce language syntax, so its only APIs that are different) portable, except for specific API calls, which are often *very* similar. Unless you are porting to a radically different architecture (single-core to multi-core, for example, or a game with large portions of assembly code, which is different on different processors... except of course this gen all three consoles share a PowerPC assembly base), porting is usually just resizing of resources to fit in memory, outside of some minor compiler and API changes. None of those items is difficult. They can be time-consuming, but not relative to creating them in the first place -- not even close.
Optimizing on a per-platform basis, now that can be tough. However, that's usually only a problem with side ports or downports. It's almost never a problem with up-ports, which both the God of War collection, and probably MH3, were.