Sony had CG compilers for SPUs very early on (before PS3 was even publically announced). Why none of that made it into the wild one can only wonder. As you said, the model can be a useful one for problems well outside graphics.nAo said:I'm also wondering why Microsoft and Sony have not provided to developers optimized shader compilers for their CPUs.
They've spent a lot of resources to improve toolside(and that obviously helped) but the lack of cohesion in the approach still strikes me as exactly like the PS2 days.
Less drastic if you stick with deferred model (by deferred I don't mean just shaders). But yea, current arch. wouldn't cut it anyway, even IBM already admits some of the more obvious flaws in recent patents (opaque SIMD and so forth).In order to have an efficient software renderer based on rasterization and texture mapping you'd need to drastically modify CELL architecture.
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