07/04/15 17:13:41 qxxQq2iS
任天堂・PS・XBOXで開発を手がけてきたFactor5の最新インタビュー記事(IGN)だ
デジタルディバイトとはまさにお前の為にある言葉だな>>50
Q: How do you look back at this point on the differences between the PS3 and the Xbox 360?
A: You’ll have a hard time if you port without having a PS 3 game in mind when you created the 360 version.
That is where a lot of complaints are coming from. They 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 PS 3,
you’re in for a bad surprise. The PS 3 is all about streamlining about the two different memory pools.
They are separate. You don’t have to do tiling because you don’t have an embedded frame buffer.
All of these advantages of the PS 3 turn into disadvantages if you don’t start making your game on the PS 3.
Hence the griping. If you create first on the PS 3, it is pretty easy to port it to the 360.
A lot of companies coming on board now will probably start on the PS 3 and move to the 360.
The lucky thing for us is we didn’t have to think about the 360 at all.