bdbdbd said: Ok. About the "locked power", and i am not saying, that it wouldn't have it, but first thing that came into my mind was that issue is about CELL, and how it can be used. As far as i know, CELL has 8 SPE:s, from which one is a spare part, one is used for the system process, and one is reserved for the system to take control at ANY time. So, if the (theoretical, as Sony said) specs what has been announced considering the CELL are accurate, and we think that the SPE:s power is what matters, then, from its full power, there's almost 40% power potential! Only problem is that it can't be used in any circumstances. And still someone keeps talking about the magical ten years. If it sells enough, it can have ten years in the market, just like PS2, but if it doesn't sell, it has 4 years, just like Xbox. And this "ten years" doesn't mean that Sony wouldn't release the PS4 in 2011, even if it would be market leader. |
If we want to discuss the technicalities of the PS3 vrs 360, I think it should be done in another thread (I think there are several for this already).
But I agree with what you say (above) - Sony seems to reserve more hardware resources (a lot of memory is also used/reserved by the OS) than MS do on the 360.
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The whole ease of development (for PS3 vrs 360 at least) for me comes down to this (and it has been addressed previously) - symmetric vrs non-symmeteric CPUs.
360 - you simply write the entire application in C/C++, as you would on a PC. Isolate slow sections, convert them to assembler, optimise for drivers/APIs, etc. Then to make use of the multiple cores (3 dual-core chips, so can in theory run 6 things at once) you start adding threading support to the code. Its (relatively) easy to make stand-alone sections threadable (i.e. a particle engine), and a lot harder to make a terrain renderer use multiple threads (note that this is a very simplified explanation).
PS3 - much, much harder. The SPU's cannot run the same code as the main CPU - I presume they can run C/C++, but since they are designed to run solely from their internal (fast) memory space (which is a really small amount of memory) this is a silly way to do it. Instead you basically code up in assembler specialised code to do each task - a terrain rendered, a skeletal model renderer, a particle engine (etc..). The main CPU schedules each of the SPUs to run, and sends them "bite sized" data packets which they can process efficiently.
Its a very different approach, and requires a lot more expertise and knowledge to get right. Its also very different from PC development (remember that most development is still done directly on a PC), so its harder to get an efficient process running, tools built that work properly, harder to debug, etc.
If there is one thing that MS are masters of - its setting up an awesome and efficient development environment.
(I remember a game I worked on, on the PS2 back in 2003... that took about 40 minutes to LINK. We needed to buy/setup a special build machine that had 2Gig of RAM, to make it possible to do anything during the day...).
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Anyway - I'm no expert - I haven't developed on either the PS3 or the 360 (and in a lot of ways the PS3 is more attractive to me personally as a developer - as I love my assembler code), but I have no doubt that making a PS3 game from scratch would require a heap more work, time, effort and money than a 360 version. Regardless of the game.