PS3's Cell implementation is gimped?

I found the original quote I was referring to: -

- 64mb of the 256mb of available XDR memory off the Cell CPU
- 32mb of the 256mb of available GDDR3 memory off the RSX chip
- 1 SPE of 7 constantly reserved
- 1 SPE of 7 able to be "taken" by the OS at a moments notice (games have to give it up if requested)

Interestingly here explains 6 SPU's but it doesnt specify somewhere that they used just 5
https://www.guerrilla-games.com/rea...pus-in-the-real-world-a-killzone-2-case-study
edit: They do mention 5 SPU's in some slides. So maybe it was an overall description of the SPUs regardless of the PS3 usage
Interesting, thanks.
 
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