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TheRealMafoo said:
Nidan said

Yes, and the 2 saws are different, one uses steel with 10x more silicon, while the other uses lower grade steel but a lot more of it and is heavier but they both still are a 10" saw.


There is no reason why middleware developers or engineer develops CANNOT make optimizations of each system in the same way that Intel has MMX, HT optimisation or Amd 3Dnow optimisations. The issue is that currently, developers are still looking at ways of getting the best performance out of both systems

Middleware does just that " it allows the developers to make games independant of if it is an Xbox or a PS.

 

lol. Middleware can not manufacture performance. If that was the case, we would never need new hardware, just better software.

If someone writes a game that, fully optimized, takes advantage of all the floating point power of the PS3, there is nothing in the world that can be done with the 360 to duplicate it. It's imposable.

If someone were to write a game that was better because of that floating point math, that game would be less of a game if it was multi-plat.

Sorry, but the diferences between the PS3 and the 360 are greater then diferent manufatures of the same tools. They have very diferent arcatecturs, that lend themselves to be very good at diferent things.

No, what i am saying is this. using the pre-processor directive, they can have optimisations in the code like this


Somelighting_technique(){
#IF PS3
Do some lighting technique using PS3 capabilities
#ENDIF

#IF XBOX360
Do the same lighting technique but using the XBOX 360 Capabilities
#ENDIF
}


Now apply this to some marker or object in the world builder and BAM the artists and designers no nothing about how this technique works, they apply it in the same method in their builder, and at compile time they choose either the XBox or PS3.

This technique can use the best known capabilities for each system, but still leave room for one to outperform the other.

Now, lets say we find a different method to do the same lighting technique on the PS3 which makes it run better, then they update the technique, but the calls remain the same, the xbox remains the same, but the ps3 uses the optimised functionility

Somelighting_technique(){
#IF PS3
Do some lighting technique using PS3 capabilities using the new transfromation method x dot product.
#ENDIF

#IF XBOX360
Do the same lighting technique but using the XBOX 360 Capabilities
#ENDIF
}

now its more optimised for the PS3 and not the Xbox360. The PS3 design hasnt pushed developers to abandon existing mathamatical techniques to do the same function, instead it pushed them to farm it off into a SPE etc.

Obviously it is hard to achieve this in first year or second year releases, however as the systems become known, and the developers have fully understood the hardware, these optimisations become easier to employ. Just look at epics engine, which is used on the PS3 and Xbox360. Gears of war2 has had alot of optimisations over Gears of war1, im sure they have put alot of specific optimiations into the PS3 also. Its the same engine and same tools.



Predictions JAN 08

2008 PS3-19.5M(actual 19.5) XBOX360-23M(actual 27.5) Wii - 37M(actual 45.8M)

End of 2009 PS3-27 25M XBOX360-30 35M Wii - 48 63M (revised DEC 08)

Price Point
Mid 2008 Wii $250 Xbox360$249 Xbox360(HDD)$299 PS3 $399

Mid 2009 Wii $189 Xbox360$199 Xbox360(HDD)$249 PS3 $339

Mid 2010 Wii $ 149 Xbox360$159 Xbox360(HDD)$199 PS3 $289