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- JDA1982
The one aspect in relation to a developer like Polyphony as opposed to another developer using Unreal Engine or similar, is Polyphony use thier own in house engine. Therefore that isn't developed for cross platform use (as far as we know) and will neede to be rewritten/extensively adapted for each platform jump.By people referring to x86 as easier, were talking for an "engineer" who interfaces with the machine to get the games engine up and running upon the hardware, not the devs who write the game code or the artists who create the assets. Besides being given a technical document by the engineers setting out guidelines of budgets and do's and don'ts etc, their job is pretty much the same on any platform.
Take the Unreal Engine 4 for example. If you create a game within that engine, you can literally publish your game on PC, Mac, Android, IOS, Playstation, XBox, Nintendo etc. Why? Because the engineers have coded the engine to work on those platforms. Now if I crack open UE4 and start coding my own game through C++ or Blueprints etc, I'm basically creating a game for all those platforms in one go. As long as I keep to the set budgets for the platforms I wanna publish on, I'm good, doesn't matter what the hardware or architecture.
PS3 "time to triangle" was on average 6-12 months PS4 was 1-2 months. That means on average developers had, say, 5-10 months head start when it came to creating their game. That is the reason why PS4 is "easier" to develop for.
So why is dev time longer on PS4 compared to PS3? Quite simply scope. More complex games means more lines of code no matter the game. Which inevitably means more bugs to squash. Then depending on that game, more animations, more dialogue, more 3d models, more textures, more sounds etc. All at a more complex or higher fidelity than the last generation. This means more time and more people either in house or outsourced. There's a lot more to it than just this but I'm sure you get the gist. Basically, bigger game = more time.
That's not to shed any light on the other discussion at hand, just a point I thought of sharing. However in general you are absolutely right, I have coded for Android and IoS and Windows 10 within a single application. All you need is the engine framework and the interface that lets you tell it what you want it to do. The engine does the rest. Optomisation is a different matter, but that's something experts rather than myself will learn as they get used to different systems and thier strengths and weaknesses over time.
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