"Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?
A: You'll have a hard time if you port without having a PS3 game in mind when you created the 360 version.That is where a lot of complaints are coming from.
They [developers] created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise."
No unified memory (i.e. the 256 MB memory limitation on the PS3), and no embedded memory (lack of embedded 10MB framebuffer on the PS3), makes it difficult for developers to port from X360 to the PS3
但如果你先开发PS3版,那么会很容易移植到XB360上.不过,我们不用开发XB360游戏.
"If you create first on the PS3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at all."
"yes we spent the last four or six weeks going through hell getting Lair into memory [when asked about PS3 memory limitation]. But then again, we were doing the same thing on Rebel Strike [a last gen GC title]" 作者: planar 时间: 2007-4-15 15:05