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mai said:

Nah, my guess, he's a PC developer with unrealistic expectations of what consoles can do in general, wasn't a fan of PS3 as well.


since when?

“That’s probably more of a business decision, and one that I wasn’t part of when I was at THQ. The studio architect of the 4A engine did a lot of the initial work on the PS3 first, just to get to grips with the architecture. A lot of the early prototypes you saw were of the PC version… You’d probably have to ask someone up in senior THQ finance to find out why we didn’t greenlight a PS3 version at the time, but there’s no reason why the engine wouldn’t work on PS3.”

http://www.vg247.com/2010/02/25/interview-metro-2033s-dmitry-glukhovsky-and-huw-beynon/#more-82352

Oh and from the horses mouth 

"The PS3 is not that different... We use 'fibres' to 'emulate' a six-thread CPU, and then each task can spawn a SPURS (SPU) job and switch to another fibre. This is a kind of PPU off-loading, which is transparent to the system. The end result of this beautiful (apart from somewhat restricting) model is that we have perfectly linear scaling up to the hardware deficiency limits."

"For me personally, the PS3 GPU (they like to call it RSX for some reason) was the safe choice because I was involved in the early design stages of NV40 and it's like a homeland: RSX is a direct derivative of that architecture. Reading Sony's docs it was like, 'Ha! They don't understand where those cycles are lost! They coded sub-optimal code-path in GCM for that thing!' All of that kind of stuff..." "

http://www.eurogamer.net/articles/digitalfoundry-metro2033-article



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