Acert93 said:Laa-Yosh, would not the CELL be a big aid in generating all the particles? I know fluid dynamic simulations are extremely intense, but could say 100GFLOPs of power being dedicated to particles be able to turn that kind of partles out? Or how much reduced would that much power produce?
I don't have experience with fluid simulations. But generally high quality stuff is sent to the renderfarm or gets calculated over the night on the artist's workstation. We're talking about at least a few hours of processing for a few-second long shot at 25fps for stuff like cloth, hair, rigid body dynamics etc.
Let's assume that our feeble machines are only 8 GFLOPS, as said by Sony; and that we need one hour of calculation for 1 second. This requires a 60-fold speedup to get it realtime, so we'd need 8*60, roughly 500 GFLOPS of CPU power for that single part of the scene only. About the same goes for rendering volumetrics and raytracing, render times go beyond 60 minutes on the average machine today.
Even if you'd scale down the quality, 50 or even GFLOPS are still far too much to dedicate to a single element of the game's visuals, when you want AI, physics for the vehicles, and so on...
Oh, and all the above are for working with double precision floats most of the time, as far as I know.