Digital Foundry: Your early 4A tech demos showed you were working with PS3 too, but Metro 2033 is console-exclusive to Xbox 360. Why is that? Are there any technical reasons holding back the game from running on PS3?
Oles Shishkovstov: From the start we selected the most "difficult" platform to run on. A lot of decisions were made explicitly knowing the limits and quirks we'll face in the future. As for me personally, the PS3 GPU was the safe choice because I was involved in the early design stages of NV40 and it's like a homeland. Reading Sony's docs it was like, "Ha! They don't understand where those cycles are lost! They coded sub-optimal code-path in GCM for that thing!" And all of that kind of stuff.
But THQ was reluctant to take a risk with a new engine from a new studio on what was still perceived to be a very difficult platform to program for, especially when there was no business need to do it. As for now I think it was a wise decision to develop a PC and console version. It has allowed us to really focus on quality across the two platforms.
One thing to note is that we never ran Metro 2033 on PS3, we only architected for it. The studio has a lot of console gamers but not that many console developers, and Microsoft has put in a great effort to lower the entry barrier via their clearly superior tools, compilers, analysers, etc.
Overall, personally I think we both win. Our decision to architect for the "more difficult" platform paid off almost immediately. The whole game was ported to 360 in 19 working days. Although they weren't eight-hour days. From:
http://www.eurogamer.net/articles/di...ro-2033?page=2
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