photonboy :
adimeister :
Well yea. But I believe consoles and PCs have different coding, it's a very difficult work I guess. So I can't blame them really.
Same with AC4, random people just pop out of nowhere. haha
Except that the new XB1 and PS4 architecture is far closer to a desktop PC than the XBOX360's. In fact, they speak the same "language" so you don't have to rewrite much of the code at all, just tweak a few things.
Totally false, and anyone who says this doesn't understand the big differences involved. For one: You aren't using DirectX, even on the Xbox [too slow], but the low level system API's. So you need to replace the ENTIRE RENDERING BACKEND. That's about 30-40% of the code by itself.
Next up: The threading is going to be handled differently. On a console, where you have lower level API's and less powerful hardware, you will see a LOT of manual thread assignment. You can get away with this since no other tasks are running [execution is deterministic]. On a PC, this is NOT the case, and using the same threading methodology WILL cause things to break. So your thread assignment is going to have to be recorded. And depending on how well your program scaled, this may force a re-write of significant parts of the code.
Next up, the memory subsystems are totally different, especially on the XB1, which uses SDRAM as a buffer to try and hide the slower memory bandwidth. Woops, everything that took advantage of that needs to be thrown out and re-written.
Now, the game PROCESSING is going to be about the same across all platforms, same as last gen. Everything around that processing, that is, the parts that talk to the OS, those are going to have to be re-written, and that accounts for a good 70% or so of the total code.
So yeah, same architecture, but totally different coding.