Right, hopefully you kind folk here will be able to shed some light on my insane ramblings Bear with me... I'm taking the time to ponder about this not out of any kind of ******ism of self-aggrivation, simply out of pure interest:-
1) After reading the transcript of John Carmack's QC2005 speech, he initially talked about how a game optomised/coded for Intel/AMD CPU architecture, specifically Quake 4, would run at around half the framerate on the 360's custom triple-core IBM architecture. And law and behold, I've been hearing reports of framerate drops in areas of Q4 that would be much higher running on sufficient PC hardware.
OK, why exactly is this? Going by this X-bit labs article, Quake 4 is already multi-threaded: http://www.xbitlabs.com/articles/cpu/display/28cpu-games_6.html. What exactly was it that made this port so difficult to accomplish, whereas NFS: Most Wanted runs at a higher framerate at a fractionally higher image quality (marginally nicer-looking textures/materials, I believe) on the '360 than on it's PC version? If a single-threaded (?) engine works well on both platforms, why doesn't a dual-threaded engine designed for dual-core architecture run perfectly or better on a 6-threaded CPU?
I assume that it all has do with the descete differences between different (Intel compatible and non-Intel compatible) instruction sets... Lack of programability and all that. That and NFS:MW is no doubt a more 'GPU-dependant' engine than Q4 anyway, so the R500's acclaimed unified shader architecture is probably paying off...
2) Carmack also talked a lot more about multi-core/threading, how it's been around for a looong time and how it's always been difficult/challenging to fully harness the raw performance capabilities. He praises the currect crop of multi-GPU (that is nVidia's SLI and ATI's Crossfire) solutions as basically being the most succesfull incarnation of mainstream parallel processing to date. If his point is the case, however, shouldn't we already be seeing much better performance with multi-GPU than what one does? Not that it doesn't deliver attall (I own dual 7800GTX's and I love 'em ), but surely currently hardware-intensive PC games like F.E.A.R. should/could benefit a lot more from the sheer power of a second GPU/framebuffer (in conjuction with the right CPU, granted). Unreal Engine 3.0/UT2007 is rumoured to take more specific advantage of SLI/Crossfire, is there any truth in this do you think?
Thanks.
1) After reading the transcript of John Carmack's QC2005 speech, he initially talked about how a game optomised/coded for Intel/AMD CPU architecture, specifically Quake 4, would run at around half the framerate on the 360's custom triple-core IBM architecture. And law and behold, I've been hearing reports of framerate drops in areas of Q4 that would be much higher running on sufficient PC hardware.
OK, why exactly is this? Going by this X-bit labs article, Quake 4 is already multi-threaded: http://www.xbitlabs.com/articles/cpu/display/28cpu-games_6.html. What exactly was it that made this port so difficult to accomplish, whereas NFS: Most Wanted runs at a higher framerate at a fractionally higher image quality (marginally nicer-looking textures/materials, I believe) on the '360 than on it's PC version? If a single-threaded (?) engine works well on both platforms, why doesn't a dual-threaded engine designed for dual-core architecture run perfectly or better on a 6-threaded CPU?
I assume that it all has do with the descete differences between different (Intel compatible and non-Intel compatible) instruction sets... Lack of programability and all that. That and NFS:MW is no doubt a more 'GPU-dependant' engine than Q4 anyway, so the R500's acclaimed unified shader architecture is probably paying off...
2) Carmack also talked a lot more about multi-core/threading, how it's been around for a looong time and how it's always been difficult/challenging to fully harness the raw performance capabilities. He praises the currect crop of multi-GPU (that is nVidia's SLI and ATI's Crossfire) solutions as basically being the most succesfull incarnation of mainstream parallel processing to date. If his point is the case, however, shouldn't we already be seeing much better performance with multi-GPU than what one does? Not that it doesn't deliver attall (I own dual 7800GTX's and I love 'em ), but surely currently hardware-intensive PC games like F.E.A.R. should/could benefit a lot more from the sheer power of a second GPU/framebuffer (in conjuction with the right CPU, granted). Unreal Engine 3.0/UT2007 is rumoured to take more specific advantage of SLI/Crossfire, is there any truth in this do you think?
Thanks.