Shishkovtsov also said that the NV40 architecture of the RSX in the PlayStation 3 proved to be very useful during development, noting that there were many "wasted cycles". When the Xbox 360 iteration had been measured during development, they were running it at "approximately 3,000 tasks per 30ms frame on Xbox 360 on CPU-intensive scenes with all hardware threads at 100 per cent load". The game is multi-threaded in such that only PhysX had a dedicated thread, and uses a task-model without any pre-conditioning or pre/post-synchronising, allowing tasks to be done in parallel. because that "its inherent inability to be multi-threaded, the weak and error-prone networking model, and simply awful resource and memory management which prohibited any kind of streaming or simply keeping the working set small enough for 'next-gen' consoles" along with its "terrible text-based scripting", which he explained led to the delays in the original game. Shishkovtsov and his colleagues split from the development of S.T.A.L.K.E.R. However, in the case of Metro 2033, an SKU was not released for the PlayStation 3. The engine itself is capable of running on PC, the Xbox 360, and the PlayStation 3. The engine was developed in Ukraine by a set of people who split off from GSC Game World a year before the release of S.T.A.L.K.E.R.: Shadow of Chernobyl, notably Oles Shiskovtsov and Aleksandr Maksimchuk, the programmers who worked on the development of X-Ray engine used in the S.T.A.L.K.E.R.
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