Lysander said:hey, version, you shrank X2cpu pic on x-axis
no it is not, can someone make comparision with equal size ppe/X2corelooks pretty accurate
Please, no. There's already been 57 different versions of the comparison, the PPE and XCPU cores should be the same size. I have no idea why some platform advocates like to pretend there's a big difference between the two (i.e. the XCPU core = DD1 Cell!!!@ theory) when the die photo and documentation suggests otherwise, but it'd be nice if this didn't keep creeping into what seems like every thread.Lysander said:no it is not, can someone make comparision with equal size ppe/X2core
(without photo manipulation)
chachi said:It'd be easier to share code between PC and 360 without massive rewrites but the only way to write code that could reasonably be used on all platforms is if you wrote with the PS3 in mind and that would put the others at a disadvantage because they don't have the same limitations.
chachi said:Please, no. There's already been 57 different versions of the comparison, the PPE and XCPU cores should be the same size. I have no idea why some platform advocates like to pretend there's a big difference between the two (i.e. the XCPU core = DD1 Cell!!!@ theory) when the die photo and documentation suggests otherwise, but it'd be nice if this didn't keep creeping into what seems like every thread.
The similarity comment is in regards to the programming model. The PC and 360 share one (SMP) while the PS3 needs a completely different model for the SPEs which have more limitations on what you can do (e.g. LS). It'd be easier to share code between PC and 360 without massive rewrites but the only way to write code that could reasonably be used on all platforms is if you wrote with the PS3 in mind and that would put the others at a disadvantage because they don't have the same limitations.
SubD said:What exactly are these limitations supposed to be?
No, I mean that because the SPEs have limitations that aren't present in the other cores (e.g. PPE, x86) and that you have to design a thread that runs on one in a way that takes those limitations (LS, context switching will suck, no branch prediction, etc.) into account. There are advantages to the SPEs as well, but you're not going to want to use the same strategy for programming an SPE as you would the PPE (and vice versa).overclocked said:The last sentence doesnt sound right.
I take it as you mean "A game that uses SPEs heavily will put the others at a disadvantage because they HAVE limitations". I just get confused because you write that it would be easier to code for PS3 as base and if you mean just using the PPE then it would make sence. But why would you not want to use the SPEs on the Cell IF you use it as your base and port over?
chachi said:No, I mean that because the SPEs have limitations that aren't present in the other cores (e.g. PPE, x86) and that you have to design a thread that runs on one in a way that takes those limitations (LS, context switching will suck, no branch prediction, etc.) into account. There are advantages to the SPEs as well, but you're not going to want to use the same strategy for programming an SPE as you would the PPE (and vice versa).
That's not to say that Cell is bad, and on exclusive games the point is moot, but it makes things more complicated for cross-platform. If "what works on an SPE" is the measure of what will be assigned to a thread in a cross-platform multi-threaded game then that is where the others are disadvantaged.
Does that make more sense? If you go back and read some of the cross-platform developer interviews (Carmack, the Valve guy, the Crytek guy) you'll see they're all saying more or less the same thing.
ihamoitc2005 said:I hope most games do not dedicate a CPU core for compression related tasks as recommended by Allard... Enough CPU bandwidth for that.
I think it only literally means CPU instructions that support native D3D-compressed data.Acert93 said:I am pretty sure the "compression" he is talking about it procedural synthesis
one said:I think it only literally means CPU instructions that support native D3D-compressed data.
blakjedi said:Interesting that Carmack feels so strongly pro360... To me he's always seemed liek a coder's coder so I woul dthink from a technical challenge/potential standpoint he'd be PS3 all the way... *shrug* Also intersting is the he never really states why from a technical standpoint. What about the x360 CPU does he prefer? Symmetry? VMX units? Cache?
chachi said:No, I mean that because the SPEs have limitations that aren't present in the other cores (e.g. PPE, x86) and that you have to design a thread that runs on one in a way that takes those limitations (LS, context switching will suck, no branch prediction, etc.) into account. There are advantages to the SPEs as well, but you're not going to want to use the same strategy for programming an SPE as you would the PPE (and vice versa).
That's not to say that Cell is bad, and on exclusive games the point is moot, but it makes things more complicated for cross-platform. If "what works on an SPE" is the measure of what will be assigned to a thread in a cross-platform multi-threaded game then that is where the others are disadvantaged.
Does that make more sense? If you go back and read some of the cross-platform developer interviews (Carmack, the Valve guy, the Crytek guy) you'll see they're all saying more or less the same thing.
one said:I think it only literally means CPU instructions that support native D3D-compressed data.
[source: http://www.ga-forum.com/showthread.php?p=2106865 ]Sean said:Summary of the interview (I watched this a few hours ago so I may be forgetting some stuff):
- Talked about the Doom movie, showed some footage of it etc
- Talked about Raven and how they are close etc
- Reason for no flashlight/gun at the same time in Doom 3 was that earlier on it brang the frame rate down a lot cause of the dynamic lighting (or something like that). They also wanted to make it more scarier juggling a flashlight and a gun, but carmack said looking back that may not have been the best choice and Quake 4 now has the flashlight/gun combo.
- Thinks in next-next-gen (one coming up after this one, ie PS4/Xbox3) that it will be a lot harder to tell the difference between games and CG unless you closely examine it
- Seems really impressed with the 360, said that this is the first time a console has as good a development environment as PC (tools, documentation etc). PS3 has slightly more raw power, but 360 development is much nicer. 360 is the main console for iD development now.
- Skeptical about the Revolution/controller. Carmack said something about it being interesting, but that 90% of the ideas will probably be crap. Another iD guy said they will give it a chance, looking into all the consoles.
- Geoff asked about the drama at id (the founder being fired or whatever) but they kind of avoided the question saying that they are just concentrated on making great games.
- Will continue to make FPS's. Left the door open in the future for more genres, but said they are concentrated on FPS's.
- Wants to release the source code to Commander Keen, but they weren't as organized back then and they can only find bits and pieces of it.