3 ms·
My friend in gamedev explained it me once. The problem with PS3 is that it is a bit esoteric platform. GPU is worse there than in xbox360, but there are 6 SPUs.
by przemoc 14y ago
My friend in gamedev explained it me once. The problem with PS3 is that it is a bit esoteric platform. GPU is worse there than in xbox360, but there are 6 SPUs. OTOH writing for them is far from a pleasant task. You have to perform manual fiddling with DMA stuff. Slow bus, async requests to 64k cache (IIRC), where you must send everything and get results via DMA some time later, 64k load max, so you must do partial screen updates, syncs, etc. That makes the whole execution path in PS3 quite different from other platforms. To see good-looking PS3 games, you have to look for games developed exclusively for PS3. PS3 ports always look worse, because no one devotes at least 2x more time for them to write "proper" renderers etc. Middle-level psgl is not recommended by Sony itself, as you should use gcm, where you manually put bytecode to GPU's memory being command buffer. And for SPU asm is the way to go...
tl;dr PS3 is not the most developer-friendly platform, you can say...
But it has its own potential. Check Naughty Dog's Uncharted. Difference between U1 and U3 is huge. Same technology and 10 years of development - good engine leveraging potential of underlying complex hardware takes a lot of time.