Originally Posted by Blameless
My point is that consoles do
use API's like DirectX and OpenGL.
The XBox 360 does actually use a DirectX variant, and I would be absolutely astounded if most PS3 developers were doing everything (as opposed to a few tweaks here and there) in low level languages.
I never said that current games would be entirely coded in assembly language. Super Nintendo/Super Famicom era consoles were written in a specific CPU assembly language afaik. Games are mostly programmed in higher level languages such as C/C++/C#.
My comment was not against API in general, but mostly regarding the general graphics API overhead on PC's compared to consoles. The Xbox 360 and PS3 APIs only have to account for one piece of hardware.
http://www.qj.net/pc-gaming/news/carmack-explains-development-issues-with-rage-on-ps3-pc.htmlEdited by Riou - 1/24/12 at 6:30pm
Carmack also noted, however, that all three platforms had issues of their own. Even the PC, with its much vaunted graphical power, didn't let the devs optimize Rage as well as they wanted to because of its API overhead. Fortunately, the sheer power of the PC allowed id to make up for it through brute force.
"The PC suffers so much from API overhead," said the id boss. "We have some systems with 10 times the raw horsepower of the consoles, and they are still struggling to maintain the 60 FPS rate. Now, PCs can render 10 times as many fragments, they can be running in 4xAA 1080p, but if I want to do all these things in 15 milliseconds, the PC is at a bit of a handicap – and it has to make up for it with raw brute force."