| Nickelbackro said: Now i must ask: Is The PS3 so difficult to program for or are developers scared of new ideas? |
Well since you asked.
John Romero (designer of Doom and Quake) hates the next-gen consoles, he really hated the PS2, and he absolutely abhors the PS3. 7 SPUs and a Cell processor equals one huge pain in the butt. Even Gabe Newell from Vavle ranted on the PS3, for the same reasons Romero did. Gabe didn’t do it as a Sony hater, flamer or MS fanboy, but as a designer, creator and developer.
The boys over at Gearbox even said – in a very nice way – that they aren’t maxing the PS3's capabilities in BIA: Hell’s Highway due to the complexity of the multithreaded programming. In which, I might add, the Gearbox guys have middleware support just for the multithreaded game design aspects for Brothers In Arms on the PS3.
“The PS3 is a total disaster on so many levels, I think It’s really clear that Sony lost track of what customers and what developers wanted. I’d say, even at this late date, they should just cancel it and do a ‘do over’. Just say, ‘This was a horrible disaster and we’re sorry and we’re going to stop selling this and stop trying to convince people to develop for it.’ The happy story is the Wii. I’m betting that by Christmas of next year, the Wii has a larger installed base than the 360. Other people think I’m crazy. I really like everything that Nintendo is doing."
Gabe Newell, co-founder and managing director of development house Valve
One thing people seem to fail to understand is that in order to “deliver” Sony needs a developmental foundation for software, software components, and affordable platform tools. But anything development related for the PS3 cost an arm and a leg (i.e., I’m being nice, but try $500,000 on up.) They’ve shown little interest in indie development and even turned away a couple of indie offers because of lacking exclusivity. William Usher Blend Games
To accomplish the (rendering high definition anti aliased back buffers)effect on PS3 is prohibitively expensive. For this reason I think many games will have no choice but to run in non-HD resolutions on the PS3 version, use a lower quality anti aliasing technique, or do back buffer upscaling. The end result in all cases is going to be noticeably worse image quality.
Fill rate is one of the primary ways to measure graphics performance - in essence, it's a number describing how many pixel operations you can perform. The fill rate on the PS3 is significantly slower than on the 360, meaning that games either have to run at lower resolution or use simpler shader effects to achieve the same performance. Additionally, the shader processing on the ps3 is significantly slower than on the 360, which means that a normal map take.......
There's plenty more out there but I think you get the drift.








