Lucid_Dreamer
Veteran
Many of these ideas already exist in nascent form on PS3 today. They are applied to Cell as tech demoes, HPC projects or shipping games. ^_^
It'd be a shame to let all of 'em die or get buried.
In PS4, Sony seems to switch to a mainstream setup ? It will be interesting to see the difference in architecture and approach by the same teams.
I started noticing the same (DMA engines, high speed ring bus connecting processors at L2 and Local Stores, SPU-like GPGPU and GPU-assist functionality, etc). How will developers be able to use all these without it being too difficult or hated? One of the complaints, from 3rd party devs with PS3, was bandwidth bottleneck. 1st party devs said that weren't running into that problem, due to great use of EiB to SPUs local store and DMA lists.
With next-gen, will the way 3rd party developers design their games change, to efficiently use these features?
Has anyone cast serious doubt on the potential use of stacked RAM with Durango?