seismologist said:Gubbi said:FLOPS are virtually free on both CELL and XeCPU. To the point where performance is going to be determined by other factors, like control logic complexity, memory latency etc.
It'll be interesting to see which is better, the traditional load/store architecture,caches and all, from M$ or the radically different Sony system that [h]has[/b] to be programmed with coarser memory transactions.
Cheers
Gubbi
Is this really true? There must be a poiint where computation becomes a bottleneck. Sure for modern day games where 80% of the interactions are scripted (i.e. general purpose code).
But how about when you're running a real time physics simulation of say a plane crashing through a building. Things might start to get bogged down a bit.
Why not try it out yourself and see how it would go? I believe Ageia has some physics demonstration programs that will run on any PC, load one up, find the demo with the many towers each made up of thousands of blocks, and knock them over and see how it performs. Well, that wouldn't really tell you anything than how good current PCs could handle it.(I'd say multithreaded games are definetely needed for physics involving thousands of objects though, based on the performance I got)