HappySqurriel said:
Being that there is no direct quote, and there is only the "suggestion" of them becomming PS3 exclusive I'm willing to bet that this is a misunderstanding ... Grand Theft Auto 4 was delayed (in a large part) because the PS3 version was not performing nearly as well as the XBox 360 version, and we have heard time and time again that it is easier to port from the PS3 to the XBox 360 than it is to go the other way; even though both of these situations indicate the XBox 360 may be the more powerful console, I will not get into that. It is reasonable to assume that Rockstar may be focusing their efforts on the PS3 in the future to prevent unnecessary delays and frustration. |
If you know anything about PS3/360 games development it's easy to understand why 360 games aren't easily ported to the PS3. The same BTW goes with regard to porting DirectX games to rival operating systems no matter how more efficient and competent they may be. It's better to lead on the PS3 and actually this will result into better 360 games when ported as well. PS3 coding requires extra care, but the gains translate well into a 360 world as well.
Some multi-platform developer quotes:
A games developer posting at NeoGAF:
"Using PS3 as a 'lead platform' is the right thing to do if you are going to make a game that has to run on 360 and PS3. The reason is very simple: on PS3 designing your data structure in the proper way is paramount to achieve decent performance (and to scale up..), while your PS3 friendly data will be also 360 friendly data in the vast majority of cases.
This is a big win cause you will definitely be able to get the most from BOTH platforms."
A multiplatform games developer posting at Beyond3D (admitted their initial games were just "quick & dirty ports from 360):
"We all agree given the time we'd like to architect for the SPU's first then work back... giving us cache-friendly algorithms by design "
A multi-platform games developer at the Empire forums:
"asset-wise 360 was around first, so we made stuff keeping the 360 in mind first."
"Well, that all depends on your definition. Writing code optimized for the PS3 and using threading policies that are suited the SPUs is a given, because not doing so would not be acceptable at all. All our multithreading is done on PS3 first without exception, and other platforms emulate SPURS."
"Secondly, the matters of multithreading policies, the whole job queue architecture, encapsulation of jobs and their corresponding data packets, etc. that work on the PS3 are indeed more than applicable of the 360/PC. And as I've mentioned before, they work better than anything and everything that Microsoft recommends (so far without exception for us). The problems lie in the fact that that work is an absolute necessity on the PS3, whereas they're not entirely necessary on any other platform.""
And finally Sony made a statement:
"Third party publishers and developers are moving away from using Xbox 360 as their primary development platform. They understand that developing on PlayStation 3 first makes more sense and, in fact, will make the Xbox 360 version look better.""
Reading those quotes may shed some light for you onto this topic, so you won't come to wrong conclusions.