200+ mm^2 @ 90nm of quality PC-like CPU design would've allowed a broader range of workloads to perform better, benefitting PS3 game quality more.
Any silicon sacrificed to graphics on a CPU could've yielded better performance as part of the GPU.
200+ mm^2 @ 90nm of quality PC-like CPU design would've allowed a broader range of workloads to perform better, benefitting PS3 game quality more.
Any silicon sacrificed to graphics on a CPU could've yielded better performance as part of the GPU.
How this wasn't obvious to the Kutaragi regime is incredible, yet decisions like that are why they got themselves displaced at Sony. At least now, the company's hardware engineers are free to select the most competitve solutions from the open market -- in the handheld sector, anyway, where the legacy won't be as difficult to handle -- and not forced to use inferior, homegrown tech.
The PS3 was not made difficult to program to preserve a ramp up on the learning curve, it was made difficult to program so that it would have a better chance at remaining price/power performant as the rest of the industry continues along the Moore's law curve.
semitope said:There is also the question of what this broader range of workloads is. If the cell was lacking in terms of processing power required for parts of games multiplats would be complete hell. The cell CAN do it and extra.
E2K said:But who cares about multiplatform games when hardware exclusives will blow them graphically out of the water anyway?
As far as Hirai and his quotes about lifespan and learning curve, etc etc, that's just obviously some PR BS right there, because the idea that you would purposefully build in complexity into your system for its own sake gets multiple eye-rolls from me. We all know the truth of it, even if in some strange world maybe Hirai himself doesn't; it was just hard to program for given the nature of where the industry and the tools 'were.' Sometimes I think Sony execs feel the need to spin everything into seeming like an on-purpose calculation, when just admitting there were issues wouldn't tarnish the current success/image at all, and not raise any of the "oh brother..." flags that comments like these do. To say nothing of the fanboys around the Internet that actually buy into it.
Where would this spare power be? The 360 has three ppu's and three vmx units, so some spu's have to be spent to account for that. The 360's gpu is a generation ahead of the PS3's, so some more spu's have to be spent to account for that as well, sometimes possible and sometimes impossible. So where is this spare spu power? You guys talk about it as if there are six idling spu's still waiting to be used. Games max them out regularly now, how else do you think it's possible to have the PS3's bottleneck ridden architecture approach the 360 on multi plat games?
The PS3 was more difficult because historically that's been the Japanese way of doing consoles, convoluted hardware with poor tools and documentation thrust upon the cattle (developers) to spend endless hours sleeping under their desks trying to figure it out. Even the PS1, which is possibly the easiest Japanese console to dev for that I can think of, didn't have proper english documentation for a long time. Sony ultimately didn't count on going up against a US console developer that actually understands coders, and who provided a well balanced well documented architecture very well suited to a variety of games, as well as providing in person help from day one and killer tools. Combine that with some poor hardware choices on Sony's part and they paid a heavy price for it. I doubt Sony will make the same mistake again on PS4. If they do then you will once again see Sony console holders playing worse versions of games 4 years into the console cycle, but I think they would be mad to allow that to happen again.
Where would this spare power be? The 360 has three ppu's and three vmx units, so some spu's have to be spent to account for that. The 360's gpu is a generation ahead of the PS3's, so some more spu's have to be spent to account for that as well, sometimes possible and sometimes impossible. So where is this spare spu power? You guys talk about it as if there are six idling spu's still waiting to be used. Games max them out regularly now, how else do you think it's possible to have the PS3's bottleneck ridden architecture approach the 360 on multi plat games?
Depends who you ask, multi plats look the best to me this gen. Fanboys will always pick their console games as the best looking, but try blind tests with non fanboys and the results will be totally different. Multi plats are far more important than exclusives now anways. The majority of games purchases are multi plat, entire business are built on that fact. Making the life of multi plat game devs difficult is dumb at best, financial suicide at worst, something that should be abundantly obvious with even the most casual glimpse at this gen.
The PS3 was more difficult because historically that's been the Japanese way of doing consoles, convoluted hardware with poor tools and documentation thrust upon the cattle (developers) to spend endless hours sleeping under their desks trying to figure it out. Even the PS1, which is possibly the easiest Japanese console to dev for that I can think of, didn't have proper english documentation for a long time. Sony ultimately didn't count on going up against a US console developer that actually understands coders, and who provided a well balanced well documented architecture very well suited to a variety of games, as well as providing in person help from day one and killer tools. Combine that with some poor hardware choices on Sony's part and they paid a heavy price for it. I doubt Sony will make the same mistake again on PS4. If they do then you will once again see Sony console holders playing worse versions of games 4 years into the console cycle, but I think they would be mad to allow that to happen again.
Microsoft had so many resources in terms of operating system, development tools, DirectX, etc., it's hard to imagine how any other manufacturer on the planet could have fielded a competitive development suite, really.
None of which would seem to have much to do with Cell in particular.. surely they'd have had the same problem with any hardware they fielded unless they waited until NVidia had G80 ready, or adopted a Microsoft OS for the PlayStation.
In other words, I'd prefer great art with average tech instead of great tech with average art. Point being that "best graphics" is not cut and dry, and ultimately I think art direction trumps tech.
Given that most games bought are multi platform, I'd say making a development platform multi platform friendly should be a top priority. The old strategy of putting out bizarre hardware with poor tools and support, and relying on years for devs to figure it all out is a dead strategy.
The PS3 was more difficult because historically that's been the Japanese way of doing consoles, convoluted hardware with poor tools and documentation thrust upon the cattle (developers) to spend endless hours sleeping under their desks trying to figure it out.
I think it's kind of ridiculous to suggest that the bar has not been raised above gears 1 or pgr3. Gears 2 and pgr4 were substantial improvements imho. Capcom games have looked progressively better with each new major release. Rare has progressed from Kameo to Banjo. I don't doubt that Halo Reach and Alan Wake will be stunning as well and way beyond the launch titles you mentioned. Also, the beauty of exclusive titles is that you can't see how they would look on another console. How do you know that KZ2 and Uncharted 2 couldn't look just as good if not better on the 360? We'll never know.
From what Evan Wells has said, it seems that one of the biggest tech secrets of Uncharted 2 is the guaranteed hard drive allowing better streaming than a 360 developer could count on.
It would be interesting to see what could be accomplished on the 360 if Microsoft would permit developers to pass cert with games that require the hard drive.
Games max them out regularly now, how else do you think it's possible to have the PS3's bottleneck ridden architecture approach the 360 on multi plat games?
A high utilization of resources, which is realized in part by architectural approaches which can range from multithreading/superthreading, pipelining, dependency decoupling, VLIW, instruction level parallelization, OoO, and other latency absorbing mechanisms is the common trait found in every winning processor design.
Designs that eschew the proper balance of control logic for higher peak performance within a relatively narrow set of conditions always find themselves performing worse under real-world workloads.
joker454 said:Where would this spare power be? The 360 has three ppu's and three vmx units, so some spu's have to be spent to account for that. The 360's gpu is a generation ahead of the PS3's, so some more spu's have to be spent to account for that as well, sometimes possible and sometimes impossible. So where is this spare spu power? You guys talk about it as if there are six idling spu's still waiting to be used. Games max them out regularly now, how else do you think it's possible to have the PS3's bottleneck ridden architecture approach the 360 on multi plat games?