Crytek has a pretty awesome engine in CryEngine 3. If you've ever
seen it running on a decked out computer you know that console
graphics, physics, shading, etc., etc. are a decent step behind this
baby. Of course that machine that can do all that costs a crap ton of
money, so Crytek has brought CryEngine 3 to the consoles. In a recent interview in Edge Magazine Mark Atkinson, Crytek’s director of technology says they've done something pretty incredible. “Everyone
said we couldn’t do this on a console. We did it,” he told Edge before
backing that up with the facts that the console versions are
“equivalent to medium- to high-spec PC settings” and come complete with
that fancy dynamic scenery and destructible stuff from the computer
version. Getting it to run on both consoles wasn't all that easy
though, and while he says the two will run equally well each will have
its own things it will do better than the other. “It’s been
tricky, but we’ve got a strong PS3 engine with all the major systems
running on SPUs. With middleware, what you want is for someone else to
do all that so the developer can just concentrate on making games. We
have parity between the platforms now: both run at the same speed ...
If the game’s shader-heavy it runs a bit faster on 360; if it’s
compute-heavy with physics and particles, then the SPUs take over and
it’s a bit quicker on PS3.” Hear that? Quickly, every 360
fanboy become a rapid fan of shading and every PS3 fanboy immediatley
fall in love with compute-heavy physics and particles. You can check
out a comparison of the two from GDC below.
Continua aqui:
http://www.destructoid.com/how-does-cryengine-3-run-differently-on-ps3-and-360--132464.phtml