You have a whole lotta love for the PS2, which is your cool, but I don't automatically share your faith that Cell is better than any alternative. Granted I don't know anything significant about writing games software or designing CPUs, but it appears that the more people do know, the less perfect it (and Xenon) seems to be.
zidane1strife said:
With cell you've in essence a ppu + a not too shabby cpu combined in one with excellent power/therm/costs that is better and more cost effective than shoving both a ppu and a traditional hot cpu into such a machine, and the perf probably exceeds the latter combination too(especially when taken to the same console cost/therm/power considerations.)..
I don't agree that the two solutions mentioned are in essence the same thing, or would provide the same results. And why does it have to be Cell or PC technology? MS went somewhere imbetween and there's no reason to think other balances are not possible.
Sony did this last time with the EE and despite the massive perf degradation thanks to the small caches, the lack of use of one of the units(vu0) for practically all the s/w, and having the other vu1 virtually always busy with gphx related calcs, thanks to the simplistic gs, pretty impressive things were done even dts surround sound on the cpu. It got pretty close to what was achieved with the sort of standard cpu solution a console could get by using a nonviable h/w budget, that was cooked up and served at a much later time of 18months, and also going beyond usual console h/w considerations judging by size.
I think developers have done some impressive things with the PS2 too, but the Xbox is clearly far ahead of it in terms of the quality of the visuals it can produce and the performce of the CPU. It's "pretty close" to the Xbox in the same way that the DC was "pretty close" to the PS2 despite also being nearly 18 months older, and having a much smaller development budget and manufacturing costs.
The "nonviability" of the Xbox hardware was largely down to the way MS purchased components, and so isn't a useful way to decide how good the components were at their jobs relative to each other. Clearly, Sony weren't unimpressed with the idea of putting a GeForce in a console. Also, how do you factor in features like a HDD in such a comparison?
Had both gpus been equal in the features dept. there probably wouldn't have been any difference at all to the avg user.
But how meaningful is this? How big would this GPU have been and who would have designed it? And what about system memory? It's a bit like people saying that if the DC had come out when the PS2 did, and with the same budget, it would have been more powerful.
Cell is in a much better position, with a full featured state of the art gpu, far better mem handling, and I'd guess many improvements over the EE design. Also it scales pretty high, if they were willing to do an xbox sized machine with exotic therm solutions they could probably go over 4Ghz, and shatter everything out there, but they don't have to.
How can you tell what processor speeds would be viable (4gHz+!) given an Xbox sized solution? Where do you get access to that kind of information? And how do you know that this processor would "shatter everything out there"? And in what kind of synthetic tests or real situations?
If a 2.4 ghz Cell can't substantially outperform a years old Pentium in this flop-heavy IBM test, how can you even suggest it would "shatter" something like an FX60 or beyond (and in the role of a console CPU)?
I'm sure there will be some great things done on the PS3 regardless of any of this, I just think this thread raises some interesting questions about what developers are going to get and lose in exchange for all this complexity.