I'll try my best to hit on the more salient topics.
A decent chunk of the talk was describing the key differences between the 360 and PS3 hardware, and how they went about making both versions as efficient as possible. I'll try to break that down as accurately as possible:
-360 is easier to program on mainly due to how its memory is set up
-PS3 memory is partitioned into two different areas (one strictly for CPU processing and the other for graphics) which makes it more difficult to organize caches
-due to the previous bullet, they had to tweak their rendering methods for the PS3
-both consoles' capabilities are maxed out in the game
There was also some concerns about how much to install on the consoles and how they compressed the game on the discs. Something interesting that he mentioned was that it could take up to eight full DVDs for the 360 version without compression (so I'm interested to see how many discs are actually included now to see how well the game is compressed). He also mentioned that Bethesda was in talks with Sony to allow an increased installation size for the PS3 version to make loading textures faster. On the topic of the 22 GB install for the 360, he mentioned that he would have liked to reduce the burden of it, but the performance benefits are worth it. Due to this, he believes the 360 version will be better performing of the two consoles.
As for the PC version of the game, he intends to work on the game until the last possible second before submitting it to digital distributors to get the most out of the development.
He also went on to describe some interesting things he'd like to experiment with in future projects like completely filling a dual-layer blu ray with lesser compressed data for PS3 (however he did mention a potential drawback due to blu ray data transfer rates IIRC).
He says that PC hardware is up to 10x as powerful as the consoles. However, drivers hamper the ability to get the most of the hardware, and it makes the programming for PC harder than on the console counterparts. He went on to say that he feels that Intel's integrated graphics are getting to the point where the might be able to compete with dedicated GPUs.
About the last half of his talk was about programming in general, and how he's tried to make writing coding more efficient for his team. There were also a lot of tidbits throughout that reveal the complexity of programming games on consoles.
A decent chunk of the talk was describing the key differences between the 360 and PS3 hardware, and how they went about making both versions as efficient as possible. I'll try to break that down as accurately as possible:
-360 is easier to program on mainly due to how its memory is set up
-PS3 memory is partitioned into two different areas (one strictly for CPU processing and the other for graphics) which makes it more difficult to organize caches
-due to the previous bullet, they had to tweak their rendering methods for the PS3
-both consoles' capabilities are maxed out in the game
There was also some concerns about how much to install on the consoles and how they compressed the game on the discs. Something interesting that he mentioned was that it could take up to eight full DVDs for the 360 version without compression (so I'm interested to see how many discs are actually included now to see how well the game is compressed). He also mentioned that Bethesda was in talks with Sony to allow an increased installation size for the PS3 version to make loading textures faster. On the topic of the 22 GB install for the 360, he mentioned that he would have liked to reduce the burden of it, but the performance benefits are worth it. Due to this, he believes the 360 version will be better performing of the two consoles.
As for the PC version of the game, he intends to work on the game until the last possible second before submitting it to digital distributors to get the most out of the development.
He also went on to describe some interesting things he'd like to experiment with in future projects like completely filling a dual-layer blu ray with lesser compressed data for PS3 (however he did mention a potential drawback due to blu ray data transfer rates IIRC).
He says that PC hardware is up to 10x as powerful as the consoles. However, drivers hamper the ability to get the most of the hardware, and it makes the programming for PC harder than on the console counterparts. He went on to say that he feels that Intel's integrated graphics are getting to the point where the might be able to compete with dedicated GPUs.
About the last half of his talk was about programming in general, and how he's tried to make writing coding more efficient for his team. There were also a lot of tidbits throughout that reveal the complexity of programming games on consoles.
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