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发表于 2012-10-8 18:03 · 澳大利亚
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城轨所 发表于 2012-10-8 16:31
谁告诉你“开发套件不够好”=“难开发”??是卡马克说的么??
噗。。。程序员手里的开发套件都没关系。。。你这是自己作践自己么
提卡马克你就老实实眯着得了 反正缩也是你的拿手好戏
就不算那位同学贴的
05年 他已经拿到Xbox360的Dev.Kit,并进行Quake4 360的制作达数周了。不过他说也拿到了PS3的Dev Kit。所以他认为Xbox360比PS3好开发很多,应该是在表面硬件规格的观感上又多了些实际体验吧。
06年5月 JC承认与Xbox 360相比,PS3的硬件性能更加强大。他说"PS3有更强的峰值性能,而这正是Sony所寻求的。"但是他认为Sony在Cell架构上犯了一个错误,使得PS3平台的开发难度要大于X360。
06年11月 John Carmack:X360游戏开发环境远胜PS3
07年8月 事實上,我們最但心的還是PS3內存的短缺. 微軟360的系統只用了內存的32MB,但PS3的系統卻用了96MB. PS3不是理想的平台. 從某種程度說他是最差的效果,和其他平台比起來的話. 我常听到手下喊:"***,PS3內存又不夠用了. 把這些東東去掉吧...
09年2月 "The RSX is slower than what we have in the 360. The CPU is about the same, but the 360 makes it easier to split things off, and that's what a lot of the work has been, splitting it all into jobs on the PS3," he said.
09年8月 Then, Carmack talked about developing for consoles for the first time with Rage. He feels that the PS3 has more processing power but that the 360 is easier to program for. "I know Sony fans might get mad, but all the consoles are so much better than they once were
11年8月 "You don’t have to do radically different things, but the memory is a little tighter on the PS3 because it is segmented and Sony takes a little bit more off the top for their guide overhead than Microsoft does. There is no doubt that decisions had to be based around what would work well on the consoles."
11年10月 《狂暴》开发商ID的开发人员John Carmack在回答玩家提问时说道:“我们不知道还能做些什么来提高PS3版的表现,尤其是WasteLand。这一切都局限于PS3过小的内存与糟糕的IO表现.”
最后这段私以为最重要 08年8月
Xbox 360's CPU and GPU are both superior to the PS3's from a development standpoint.
Developers have to work twice as hard to make a PS3 game look as good as an Xbox 360 game.
The PS3's XMB takes up a lot more of the system's resources compared to the 360's dashboard.
The only advantage the PS3 has going for it is Blu-Ray's storage capacity.
这段期间正好处于猎天使魔女的开发周期当中
twice as hard to make a PS3 game look as good as an Xbox 360 game.
和“all that well”真是心有灵犀啊 人白金是小工作室 魔女又是初作 没人力物力财力使出来2倍的劲头
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