Shared memory with no snoop controller and local pools are also really scary things
ARM and NEC agrees with you.
http://www.linuxdevices.com/news/NS3610443018.html
Shared memory with no snoop controller and local pools are also really scary things
MfA said:Snooping is like superscalar processing ... good hardware for stupid software.
MfA said:Snooping is like superscalar processing ... good hardware for stupid software.
Megadrive1988 said:so basicly, realtime distributed computing for rendering just is not going to happen for time-critical highly detailed action games. anymore than raytracing was going to happen on Ultra 64.
A bit of on a tangent maybe, but how many bytes does an average vertice take up in a modern videogame? Sometimes it's quoted at 40 bytes, other sources say as low as 8 bytes (sounds very low to me).Panajev2001a said:If you had three black-boxes and each processed at the same throughput of 100 MVertices/s at 10 bytes per vertex we are in trouble if we expect to transfer the stream of data from one box to the next.
DeanoC said:Multi-processing is going to be as big a paradigm shift for game devs as ASM to C was back at the 16 to 32 bit transition. Distrubuted multi-processing is another shift just as difficult again.
Fewer resources => higher utilization is pretty much a natural law. Or at least Amdahls. However if we calculate (work/die area) as our utilization per resource quota, the BBE may well have the advantage. At least, that's the general idea with the Cell approach in the first place. Does seem reasonable, particularly as the number of integrated processors per die grow to 16 and beyond.Gubbi said:So while having a substantially lower amount of execution units it is likely to have alot higher utilization of these units.
Truer words were rarely spoken.What is guaranteed is that there will be alot of apples to oranges comparisons of these two systems
Entropy said:I come from computational science, and have almost no interest whatsoever in the PS3 as a gaming device. But no number cruncher worth his salt could see that chip architecture and not go "Hmmmm. Interesting".
Of course.london-boy said:Entropy said:I come from computational science, and have almost no interest whatsoever in the PS3 as a gaming device. But no number cruncher worth his salt could see that chip architecture and not go "Hmmmm. Interesting".
That's the thing. It has to be seen how all these "numbers" can ultimately be used in a game... Because in the end, PS3 WILL be a gaming device first and foremost.
Exactly.london-boy said:I agree, but sadly, until Cell (or any other architecture, including PowerPC etc) runs Windows (and it's not gonna happen anytime soon), PCs will stay there as they are for a LOOOOOOOOOOOOOOOONG time...
PC-Engine said:Why wouldn't it be able to scale? I don't see it being that complex at all not to mention overall efficiency would probably be a lot higher.
It depends upon implementation.Squeak said:A bit of on a tangent maybe, but how many bytes does an average vertice take up in a modern videogame? Sometimes it's quoted at 40 bytes, other sources say as low as 8 bytes (sounds very low to me).
Entropy said:Exactly.london-boy said:I agree, but sadly, until Cell (or any other architecture, including PowerPC etc) runs Windows (and it's not gonna happen anytime soon), PCs will stay there as they are for a LOOOOOOOOOOOOOOOONG time...
Which is precisely why this is such an important event.
It circumvents the inertia of the Wintel hegemony.
london-boy said:Entropy said:Exactly.london-boy said:I agree, but sadly, until Cell (or any other architecture, including PowerPC etc) runs Windows (and it's not gonna happen anytime soon), PCs will stay there as they are for a LOOOOOOOOOOOOOOOONG time...
Which is precisely why this is such an important event.
It circumvents the inertia of the Wintel hegemony.
Does it?
Until Mr Joe Black can choose between an Intel, Amd AND SonyCell CPU for his brand spanking new PC, until he can choose between Nvidia, Ati and SonyCell for the GPU part, nothing's gonna get circumvented. Sadly.
Like nAo says, it's up to implementation.Squeak said:A bit of on a tangent maybe, but how many bytes does an average vertice take up in a modern videogame? Sometimes it's quoted at 40 bytes, other sources say as low as 8 bytes (sounds very low to me).