[citation][nom]alextheblue[/nom]Each system has its pros and cons. However, the PS3 is a beast to code for to start with, let alone develop a massive open-world multiplatform title like Skyrim. The memory architecture is less flexible than the 360, as well. If it was a ground-up PS3 project it would be better able to play to the PS3's strengths, without having to worry about a consistent gameplay experience. I doubt Skyrim will ever run quite as smoothly on PS3 as it does on 360, but they don't want a botched hastily launched DLC that brings back memories of the large save performance issues.Oh also even after all the latest updates, the PS3 still uses ~50MB RAM for the OS, 360 is still 32MB as always. Although 50MB is still a massive improvement over launch 120MB and later 96MB. They did a pretty good job considering they don't have a MS-sized pool of OS developers to tap. I'm hoping both the next gen consoles use at least 4GB of memory. Consoles don't have all the overhead of a full-blown OS running all sorts of background tasks (guilty as charged) but they still need to prepare themselves for increasingly large and detailed worlds. Elder Scrolls VI, anyone? They're not doing this on purpose. They want to sell DLC to as big an audience as possible. This has nothing to do with DirectX. They use it on PC because it's easier and generally better. The PS3 version certainly doesn't use DX, but that's not what is causing these issues. The 3D engine works fine on PS3.As for your proof? The reason they don't port it to OS X is because it wouldn't be worth the time and effort to port and support the game for an OS with such a small gaming audience. Especially since any serious gamer with a Mac (assuming they have decent graphics) should be using Bootcamp anyway.[/citation]
yea, ps3 is a pain to code for, ill give you that.
take a look at most other multi platform game, how many of them still have problems with the ps3?
brethesda basically refused to learn how to code for it right this generation.