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He is influential enough to make such valid criticism. The rest of developer community remains in silence in fear of retaliation....Wow, I can't believe Carmack said those things.
Or John knows exactly what he's talking about...Just shows you that the brightest among us, say sometimes the dumbest things.
You heard wrong....I think CELL software design makes parallism easier than before, as it seems to be semi transparent,
In theory, yes.if the developer concentrates on writing modular code, and letting the OS handle the process distrubution. Is that not the whole point of the CELL software modules?
Sure John's criticism is valid in that it is harder to program for a multi-core CPU, than a single, but just because it's harder does not mean, you should not do it.
There are very strong and valid reasons why the console developers have decided to go multi-core, and when you have the two biggest doing it, you think they are going to fail on that account? Of course not.
Edge said:when you have the two biggest doing it, you think they are going to fail on that account? Of course not.
I think it might be the kind of research suited to pure R&D departments, not to commercial companies working to ultratight budgets and deadlines. The majority of the development side of the games industry is barely profitable at best, except for the occasional big hit and a few heavily capitalised companies.cthellis42 said:Hence, the earlier and the more effort developers expend on this the better, eh?Dio said:The problem is that multiprocessor performance isn't a solved issue.
If you have a $50 million budget and unspecified deadline, sure. But parallelism does increase development time which translates to more expenses.but just because it's harder does not mean, you should not do it.
When the hardware side decided to go multiprocessing, the console vender should invest at least double that amount on software layer to abstract the ugly hardware.There are very strong and valid reasons why the console developers have decided to go multi-core
SCEI has a poor history with parallelism. VU0 still has an avg 8% utilization rate by SCEE's own admission after having been on the market for 5 years. Now SCEI is telling developers to code for 8 APUs in CELL without anykind of automatic parallelization assistance. I say the history is bound to repeat itself.and when you have the two biggest doing it, you think they are going to fail on that account? Of course not.
There is no such thing as an assembler for two SH-2's.I remember one of SEGA's programmers, saying how difficult it was to write assembler for the two SH-2's.
The GPU side parallelism works because of followings.Anyway one could argue that CELL is CPU's (the PUs) with many co-processors (the APUs), and like a GPU which is also a co-processor, it's never a bad ideal to have those, or is it?
Saturn's slave SH-2's cache was configured to have 2 KB Cache + 2 KB Local RAM.CELL design has localized memory (128 KB), that's not cache, so cache concurrency is not an issue. Well the Saturn certainly never had that advantage.
Physically, yes. Conceptually, Not much.World of a difference comparing past parallel systems like Saturn to CELL.
The burden laid on developers are different.If not, it feels awfully like they are betting the console business on unproven technology. But if everyone goes the same way, does it really matter?
What exactly are you defining as 'DirectX' and 'I/O' here (In terms of jobs the CPU will actually have to do)?Deadmeat said:In case of Xbox Next, out of 4 logical processors, I expect the OS side subsystems(Networking, I/O, and DirectX) to claim at least 2 fulltime. An XBox Next title should be able to get a decent performance out of single/dual threading.
Those run on separate threads. Hence the "user" threads are free to do its own thing.What exactly are you defining as 'DirectX' and 'I/O' here (In terms of jobs the CPU will actually have to do)?
ERP said:I think what these complex architectures do is make it harder for small underfunded developers to compete with the big boys and to me that's a bad thing.
Personally I like the challenge, but I can see why many developers wouldn't.
You are looking at wrong places. Sun has made more progress in auto-parallelization compiler than SCEI would ever will.That's the holy grail of the computing future, and all concerned are watching Sony/IBM/Toshiba to see if they can actually pull this off under all that under all the hubub.
Graphics and sounds are already highly parallel. AI and physics stuff introduce interdependency and you have a thread scheduling accordingly.t's the calls to the graphics, sound, physics, and AI threads that will be done in parallel (to each other, not necessarily in parallel to the game logic; obviously, the game logic has to be the sequential driving component to the other stuff).
You still have messy "user" code to break down into.The only question that need be asked is if Sony/IBM/Toshiba can come up with what is essentially a software graphics driver?
This is why the "art" of programming no longer works and the "science" of software engineering kicks in..Doing multiprocessing right requires a substantial rethink in how we code games. The secret if indeed there is one, is to limit the types of parrallesim that we employ, so that the inter thread issues can be limited and understood.
Deadmeat said:Physically, yes. Conceptually, Not much.World of a difference comparing past parallel systems like Saturn to CELL.
Deadmeat said:randycat99
You are looking at wrong places. Sun has made more progress in auto-parallelization compiler than SCEI would ever will.That's the holy grail of the computing future, and all concerned are watching Sony/IBM/Toshiba to see if they can actually pull this off under all that under all the hubub.