• Scrubbles@poptalk.scrubbles.tech
    link
    fedilink
    English
    arrow-up
    18
    ·
    14 hours ago

    Its wildly known persistent storage was a first in consoles tha is to the Xbox. DirectX also standardized quite a bit with gaming, also developers have quoted many times by saying the dev kits and developer experience were elevated by the Xbox team.

    It changed quite a bit.

    • memo@piefed.zip
      link
      fedilink
      English
      arrow-up
      6
      ·
      12 hours ago

      yeah, even in the 360/ps3 times I think it was common knowledge that developers much preferred the 360 because of how fucked it was to code for the PS3 in comparison. Japanese devs rarely beat the spaghetti code allegations back in the day, I’m sure it’s better nowadays

      • halcyoncmdr@piefed.social
        link
        fedilink
        English
        arrow-up
        7
        ·
        8 hours ago

        The PS3 was hell to code for. It was a completely unique architecture unlike anything else on the market. In a time where multi threading was in its infancy, the Cell processor required coding for 7 different threads on less individually capable cores. It had advantages like being able to dedicate entire pipelines to specific cores, preventing things from getting bogged down fewer main threads, but it required very specific development that wasn’t useful anywhere else.

        • memo@piefed.zip
          link
          fedilink
          English
          arrow-up
          2
          ·
          7 hours ago

          yeah I doubt many developers were able to completely wrap their head around such complications. If I recall correctly there were games, like Crysis and RDR, that even ran at resolutions lower than 720p in order to meet a viable framerate (which still meant occasional dips to the 15-20s)