A fraction of a class of systems, yes. Even among those, the Onion bus interacts with CPU caches and can exhibit poor behaviors if accesses between the two sides of the APU hit different locations on the same cache line.I hope you refer to async GPU compute here as "modern system"?
It was because the era of exponential single-threaded improvements had not ended until more recently, and the economics of the platform until that came about meant that single-processor improvement could eclipse improvements made via greater concurrency.It was partly because drivers/APIs were strictly single-threaded, but I would argue that Cell created the needed paradigm shift here.
The curve flattened, and transistor budgets continued to scale to allow affordable single-socket multicore, after which the greater inertia of the PC market meant things would take time.
Concurrent systems already existed for a long time in non-client realms.
Before Cell, there was the Sega Saturn with its two processors.
There were PC engines that could support SMP, as small a business case as that was outside of workstation and server markets at that time.
It was possible to write single-threaded code for Cell. Some early titles defaulted to that.The biggest Cell difference was: you need to know how to write multi-threaded code, and how to manually manage its execution.
Manually managed execution is not something prioritized by GCN. That portion is actually significantly more autonomous for AMD.
I guess I don't operate at a level where everything but the number of threads is miscellany.All other things are irrelevant small nuances.
Maybe you can make AMD see the light.I hope not. Tools need to be written by game developers, for their specific development needs.
There might be a smidge more than just a triangle being managed in the GPU pipeline.I think they are. Current hardware knows how to draw triangles, one by one. That's it.
Impractical means that they cannot be reasonably used, which is happening to the tune of almost all the software that might touch a graphical interface there is. That's a lot of impractical billions of people and programs.They are impractical crap. It was clear in 2007, it's even more clear now. There is a huge demand for very low-level, thin APIs: DX12/Vulkan/Mantle/Swift. But the main player, MSFT chickened in the last moment and still uses too much CPU for render-related tasks.
Cell is discussed in the past tense, now. Architectures like Xenon and the desktop dual cores, and systems like the PCs of the time are present and future tense.Iterations are cheap now.
Okeedokie.Software development is much easier than it was in the PS2 era. There are huge problems with asset development and art, but software is just incredibly easy to write.