NJ5 said:
My claim is very simple. You are saying "this game uses X% of 360's CPU". I'm saying that's meaningless in terms of estimating a platform's capacity. Imagine a hypothetical game which uses 75% of 360's CPU. This means it's doable with 75% or less of that CPU. However, if its code was optimized, the same game would be doable with 50% of the CPU, but you can't tell that from the first sentence... When you say "this existing game uses X% of the CPU", that doesn't say anything about that CPU's maximum capability. It does say something its minimum capability though.
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You also forgot that the majority of percentage of system resource usage statistics are not based on anything ...
Most of the others are based off of a code profile which doesn't tell you whether it is possible to take advantage of additional resources, or assumptions based on how much overhead there is in how they created their game which they may not be willing to eliminate; an example of it being impossible to take further advantage of additional resources is there are several linear algorithms which can not be parallelized because of race-conditions, and and example of overhead that wouldn't be removed is a large portion of game engines use scripting languages to control game logic (including AI) and there is a massive overhead to this but it will not be removed because they don't want their scripters to be forced to recompile the engine every time they want to test something.