FiggyG
New member
It's a limitation of api.
Most xbox 360 games look the same as well. Most PC games ported over look the same.
If you use one API, you're eventually going to notice the glitz is all the same, you can only push the lighting so far, make the textures so detailed, before you hit limitations of the system.
This is the case with consoles in general. If you look back all ps2/xbox/gamecube games look the same, there's that one that stood out for it's time, but in retrospect you notice it's all basically the same thanks to limitations.
So far the 360 is more restricted when it comes to the Direct3D API as per Microsoft. There's only so many things they will let you do when it comes to coding to the metal.
As for the PS3 games looking alike, it's probably more art direction than anything technical. The PS3 uses LibGCM for their API, but I don't know all that much about it. Some neat examples of Cell doing graphics work are Uncharted 2 uses it for post processing effects, and Saboteur using SPUs to do MLAA (morphological anti-aliasing).