I have been searching and reading threads about these two processors, there are obviously few dev documents mostly covering how some tasks were off loaded to Cell in some games, and none I could find for the Xenos.
Again these documents dont necessarily say much since a GPU with compromises like the RSX have pushed developers to find solutions by exploiting the Cell for any left over performance they could use.
Not so much is documented for Xenon. Which begs the question how much does the Xenos help in game rendering specific tasks. How much are specific tasks being optimized for it? Does/can it give a considerable amount of uplift?
Was the Cell a good choice for a console in terms of performance (excluding financial decisions)?
Given a fixed GPU (assume a 2005 model for discussion purposes) and fixed memory setup (assume 512MB unified memory) how well do those CPU's fair in a games console and how much do they help?
I also had a discussion with a computer engineer recently who is familiar with Xenon and Cell only on paper (he has never really touched any) who claims Xenon is more powerful and suitable for rendering game graphics, while Cell is suitable for math calculations (? arent graphics math anyways) and media tasks. My personal impression though was that both were kind of unsuitable for rendering graphics, Xenon was just easier to feed with general purpose tasks but less flexible in terms of programability, whereas Cell was theoretically faster, had to break down the tasks into branches to get the performance and the flexibility gave chance to developers to find tiny solutions that contribute to the graphics a bit. As I mention I am not so sure that the documents where they factor Cell's contribution to graphics is a testament of Cell's competency or simply a one way solution forced by a weak RSX
*someone correct the title. I meant Xenon not Xenos
Again these documents dont necessarily say much since a GPU with compromises like the RSX have pushed developers to find solutions by exploiting the Cell for any left over performance they could use.
Not so much is documented for Xenon. Which begs the question how much does the Xenos help in game rendering specific tasks. How much are specific tasks being optimized for it? Does/can it give a considerable amount of uplift?
Was the Cell a good choice for a console in terms of performance (excluding financial decisions)?
Given a fixed GPU (assume a 2005 model for discussion purposes) and fixed memory setup (assume 512MB unified memory) how well do those CPU's fair in a games console and how much do they help?
I also had a discussion with a computer engineer recently who is familiar with Xenon and Cell only on paper (he has never really touched any) who claims Xenon is more powerful and suitable for rendering game graphics, while Cell is suitable for math calculations (? arent graphics math anyways) and media tasks. My personal impression though was that both were kind of unsuitable for rendering graphics, Xenon was just easier to feed with general purpose tasks but less flexible in terms of programability, whereas Cell was theoretically faster, had to break down the tasks into branches to get the performance and the flexibility gave chance to developers to find tiny solutions that contribute to the graphics a bit. As I mention I am not so sure that the documents where they factor Cell's contribution to graphics is a testament of Cell's competency or simply a one way solution forced by a weak RSX
*someone correct the title. I meant Xenon not Xenos