Is Microsoft going to announce a 360 successor at E3

BlueStar

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Nobody cares about PC gaming any more and nobody cares about your benchmarks. Games are made to test the 360 to its limits, if you play pc games either your rig isn't good enough to run the game in full detail or it's not being used to its full potential. And that's from someone who was a pc gaming fanboy 15 years ago.
 

Foxi4

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BlueStar said:
Nobody cares about PC gaming any more and nobody cares about your benchmarks. Games are made to test the 360 to its limits, if you play pc games either your rig isn't good enough to run the game in full detail or it's not being used to its full potential. And that's from someone who was a pc gaming fanboy 15 years ago.

Everything depends on the approach. PC gaming definately becomes more elitist with the ever-increasing requirements as far as hardware is concerned. It's a rather expensive hobby. Once you buy a console, you're 100% sure that a controller is in most cases all you'll need to play the game. With the PC you have to take care of the Rig and make periodic upgrades. IF you can afford it though, there is a difference between console and PC performance. Whether it's worth it or not is for everyone to decide themselves. I personally lost interest in PC gaming as of late unless it's MMO's or... Shooters. Yes, I'm a WSAD lover, bite me. ;P
 

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Rydian said:
It's harder to program PC games since unlike a console you could have 50,000 different sets of hardware used. You need a lot of "safety nets".

We live in an age of complicated libraries and multi-layered SDK's. Difficulty curve difference between PC and console programming is a thing of the past, and XBox360/PS3/PC versions of a given game are usually developed simultainously nowadays.
 

Rydian

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Foxi4 said:
Rydian said:
It's harder to program PC games since unlike a console you could have 50,000 different sets of hardware used. You need a lot of "safety nets".
We live in an age of complicated libraries and multi-layered SDK's. Difficulty curve difference between PC and console programming is a thing of the past, and XBox360/PS3/PC versions of a given game are usually developed simultainously nowadays.
I should have added "for efficiency". Those multi-layer things can introduce a lot of bloat and slowdown versus only having to code for one target hardware. Why would you need a separate fallback rendering engine if the user's video card isn't up to buff when you know that every 360 has the same video specs?
 

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Rydian said:
Foxi4 said:
Rydian said:
It's harder to program PC games since unlike a console you could have 50,000 different sets of hardware used. You need a lot of "safety nets".
We live in an age of complicated libraries and multi-layered SDK's. Difficulty curve difference between PC and console programming is a thing of the past, and XBox360/PS3/PC versions of a given game are usually developed simultainously nowadays.
I should have added "for efficiency". Those multi-layer things can introduce a lot of bloat and slowdown versus only having to code for one target hardware. Why would you need a separate fallback rendering engine if the user's video card isn't up to buff when you know that every 360 has the same video specs?

I'll put it like this - it's a common practice, it shortens the development time, it broadens the target audience since you have the application ready for numerous platforms, it cuts down the development cost, it makes bugfixing hellofalot easier.

It's not like dev's HAVE to use software like this. They use it because it's easier and more convinient to be higher in the foodchain rather than lower.

Obviously this is also a reason why PC games are not spreading their wings properly, but that's another story entirely.
 
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