No. It's the memory that CAN be the bottleneck.Inane_Dork said:]Um... does that really speed anything up? Now instead of 1 memory starved processor you have 2. One CPU is already capable of handling the load. It's the memory that's the bottleneck.
IMHO on the PS2 Sony did a good job in this department, so I expect them to act wise again on the PS3.
One can always build such a patological case where even a well balanced architecture is starwed by lack of memory bandwith.
First of all we should factor in also internal memory bandwith, and it seems a CELL processor has plenty of that.
If you add a second CELL processor that doesn't mean you have to automatically double external memory bandwith.
There are really tons of different kind of processing one can do with a custom SPUs pipeline that don't need a single external memory reference once the data stream(s) is(are) set up.
It often happens that when I found a new CELL related patent application I'm pleasantly surprised to discover that STI guys addressed a lot of the shortcomings/limitations of the Emotion Engine. Almost everything a PS2 VUs coders has dreamt of (on the hardware side..)..is there. that's really nice
that's so true..If anything, stuff like HyperThreading would help you overcome memory latency.
Going multicore on CELL do mean to add more local sram..and maybe it also means adding more SPUs L1 cache (we still don't know if SPUs have caches like a couple of patents seem to suggest)Multicore would only possibly help if you multiply your cache size along with the processor count.
ciao,
Marco