archangelmorph
Veteran
I'm not sure about genji, but yeah, and I believe it is the only one. Anyways of course there will be flaws with what I said, but for the most part, yeah. None of these game designers are like, yeah, well, we're using the spu's but this time were only gong to use 30% and blatantly disable 4 spu's. That's all I'm saying.
Like, bizarre said they didn't use the full power of the 360, but everything was still utilized, just not utilized efficiently, ex. no tiling.
Utilising the whole of a system like the 360 at run-time and utilising all the SPUs of the Cell are two completely different things..
SPUs are very intricate and very complicated beasts to the unfamiliar and i'm sure there have been quite a few games which haven't utilised anymore than one or 2 of them (or even to any significant degree) to date..
It's not as easy as saying "well ok, lets just switch this function and that function over and get the speed up".. Care needs to be taken on how you use them, how you setup your data and send it to them for processing, what processing your going to do on them etc..
With most games released so far either being rushed (genji) or multiplatform titles (aka even more rushed) it's pretty reasonable to expect that most developers didn't have the time, resources, tools or support needed to fully get to grips with efficient SPU usage (see GI.biz and you'll notice that even Epic has been having problems adapting their engine to maximise the SPUs).. So it's a safe bet to assume that most ported their games to the PPE and RSX, dealt with stability issues and optimised for framing before considering how much time they had left to actually sit down with Sony and the hardware and learn how to start moving code onto them effectively without breaking the entire codebase (at leat buy that point in the development schedule, tools and support would have improved a little to reduce the learning curve and hopefully get even a few sub-systems up and running on an SPU or 2..)
Coding directly with the intent of using ALL the SPUs would require either excellent fore-knowledge of all your sub-systems and exactly how you intent to separate them into 7 hardware threads of execution, or a powerful, stable scheduling system setup to enable your entire engine load to scale easily between as many number of cores and software threads required.. Both solutions have extensive R&D, design and implementation implications of which make it obvious to see that many developers so far haven't opted to follow..
It's only now that we have guys like Ninja Theory & Media Molecule (working close with Sony), Naughty Dog, Guerilla Games and Insomniac that have both the experience, tools, support and expertise (not to mention time and money available) to put togther powerful game engines which really begin to exploit the hardware strengths of the PS3 and increase the utilisation of SPUs to perform heavy lifting tasks at a capacity that has never previously been possible on the console..
To try to infer that ALL games utilise ALL the SPUs to some degree is both ignorant of the underlying nature of the technology (and the principles and commonalities of practical & commercial games development) and misguided to be honest..
EDIT:
There's already a thread in the Console Tech forum on SPU Usage (by commercial developers to date) if anyone is interested in learning a bit more on exactly what PS3 developers are getting out of the platform and what they hope to achieve with it in the future..