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Writing Hardware-Optimized Gameplay Code on Xbox 360 & PS3

Alex J. Champandard on February 21, 2012

As the end of this console generation approaches, it is becoming increasingly important to wring every last bit of performance out of available hardware. This masterclass with resident experts Philip Dunstan (formerly EA) and Matthew Jack (ex-Crytek) lifts the lid on the processing hardware of the Xbox 360 and PS3 and discusses the specific performance challenges faced when targeting these machines.