Twistedpixel said:
http://repi.blogspot.com/2009/11/parallel-futures-of-game-engine.html#links This should pretty much answer 1,2,3. I'll add: 1. Its due to the fact that they don't have to. Valve are supporting a legacy environment from shader model 2 GPUs up to shader model 5. Its simply a lot of work to make sure the games run well enough on old single core PCs before adding more models in. The timing of the PS3 comments are probably relating to them embracing more a multicore approach as their userbase finally migrates. 2. If you recompile an Xbox 360 game into a PS3 game and vice versa, barring bugs etc it will run. We're not talking 30%->50% of the code here, we're talking the difference between executing post processing on the Cell vs on the Xenos for the Xbox 360 for example. See the presentation for details about their 1.5M lines of code duplicated between PS3/Xbox 360/PC. 3. See presentation for Cell useage, I believe its higher than the Killzone 2 useage so does that not cast down the "will not run on Xbox 360" down to the sodomites where it belongs? The multiplatform developers are getting much higher utilization out of the Xbox 360s GPU so they are running said post processing on the GPU whilst the shaders are idle because they do not involve significant/any texture ops. 4. Its been typical practice since day 1 on the PC. Have you heard of JIT compiling for the PC platform? So long as each platform has an efficient way of running the code or slow running processes can be made up elsewhere in the chain theres no reason why they can't use the same effects. They are both computer systems after all and theoretically the Xbox 360 and PS3 can do everything each other can do albeit at varying levels of competency.
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Once again that is a multi-platform engine designed for Direct X as alway's it's not designed toward an engine that's made for the Cell only!
and thus it never will.ThIS VERY SAME THING WOULD GO FOR THE XBOX360 It would have the Same effect the same thing If the Engine was made just for the xbox360.
that's why Multi-platform engine's are not taking the advantage of the hardware.
an they never will.
THE Frostbite Engine
Multiple backends
DirectX 9 SM3 for PC & Xbox 360
Low-level GPU communication on 360
Direct3D 10 for Windows Vista
libGCM for PlayStation 3
Allows other rendering system to focus on what
is important instead of platform differences
an
Simplifies and generalizes rendering, shading
and lighting
To make it easy & fast to do high-quality shading
just like Mike Acton was talking about.
I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.