Rockster said:
It would seem easy, especially early on, to get PPE bound on CELL fairly quickly.
I think this may be especially true of early 3rd party cross platform games since I believe many early titles will only use the PPC (PPE). With limited time to hit launch titles, plus the challenge of new architectures to chew on, I would think of time's sake a lot (not all!) of early cross platform titles from 3rd parties would try to limit their heavy lifting to the PPC cores and only lightly experiment at this time with multithreading.
If a game is going to be one both platforms and you have a short time to make the game, the best solution is to use a single PPC. I know if I was the head of a cross platform game I would seriously consider this option. 1st gen games wont be able to have every bell and whistle. Advanced 3D rendering engine, intense particle systems, realistic physics, intelligent AI, believable facial expressions and lip synching, new dynamic gameplay elements, larger worlds with more interactice elements, etc... the burden on these guys are huge and I think they will take it one step at a time.
Also, compared to the current consoles both systems PPC cores are a large step in power in many areas. So even if they do not utlize every inch of the new console's CPU power they still are a fairly big leap to do more than they currently have been capable of.
I'm trying to say..what I'm saying: NG console games will be, in many cases, CPU limited too.
I think you could be right in many situations. CELL, e.g., requires that you can multithread your code 8 ways.
1. 7 Threads that will "play nice" and get most out of the SPEs *and* keep it busy enough to keep each one busy
2. 1 core for general purpose code and general management
How many developers are skilled enough, right now, to properly multithread their games (apps not traditionally multithreaded) so that they can have 7 equivalent threads running on SPEs, each thread maximizing each SPE's potential?
While the CELL is an amazing chip it is a completely new design an way to approach this stuff. Sounds very exciting... also sounds like many years of missed sleep to get at its potential.
360 fans should not gloat either. Same principles apply to the XeCPU. 3 cores for a total of 6 HW threads. 1MB of cache. Hmmmm. Yeah, sounds like fun to me. Same challenges, just in different ways. Ironically it seems the XeCPU is designed with the goal to have a CPU (or more) dedicated to procedural synthesis, yet as DeanoC has remarked this is something that CELL is actually pretty good at. Basically you are dedicating a PPC core in XeCPU to do what 2, maybe even 1, SPE can do on CELL. Seems like you could eat into what CPU power you have pretty quickly doing stuff like that on the 360.
ERP, DeanoC, Faf, nAo, any others who may have to work with this stuff: Sorry guys.

Too bad Intel never hit that 10GHz projection. Not that a fast x86 solves all your problems, but few--yet faster--CPUs sounds more flexible.
Makes me wonderif if a 1:5 CELL at 4.2GHz would have been better...
Faf said:
Not if I stick Z and Frame in separate memories.
So what is going to feed the power hungry CELL in these CPU starved settings?
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CELL seems to rely on the fact the XDR will be available for its use.