That's the thing, development on differing architectures isn't so simple. The user interfaces will have to be remapped regardless, but it isn't as if too much effort is necessary. Zelda, Nintendo's flagship product, had a lazy simplistic mapping of motion to a button. It did nothing else.Ace Pace wrote:Compare the PS3 to the Xbox360, aside from technical differances that in the end can be overcome, in a proven fashion they are very similar in control interfaces, horsepower etc.
Compare to the Wii, it has maybe a quarter of the raw power, it has a totally differant user interface which means your interface has to be redesigned. Design takes more time, programming is more complicated, etc.
I'm asking for hard reasons, not a fluffy "oh look at how different they are". They're all differing version of the PowerPC, but the number of cores varies radically. I mean, just look at the 360's Xenon vs PS3's so called 6 SPE's. Three general cores with chipset instructions focused on floating point operations compared to a 2x concurrent setup (with a much higher rate of deadlocks and mutex issues). The development effort there, especially when we're comparing PPE/SPE to Broadway and Xenon, are both non-trivial.
So where are the facts supporting this commonly-held notion that porting to one chipset but not the other is easier?