hey69 said:
and doesnt the Xecpu get downgraded in real world games and aplications? or does that just count for Cell?
Heh, depends, what side of the fence do you sit on?
Even restricted to game code that is float intensive neither is going to hit anywhere their peak in game situations.
shifty said:
XeCPU = 100 % : Cell = 65% efficiency
XeCPU = 80% : Cell = 50% efficiency
XeCPU = 65% : Cell = 40% efficiency
Basically, Cell has to be pretty lousy in the efficiency department compared with XeCPU to match it in Flops terms.
Tasking/threading aside (on both chips), CELL should perform much better in certain tasks due to size advantage and architecture. Of course the annoying thing, in general, is that discussion tends to rotate around one metric of CPU performance. There is a lot more to both game code & the two chips designs that sheer float performance and I think we castrate both chips when we frame the entire discussion in those terms.
My CPU maths and background is not as strong as some of the others here, and maybe it is because this is a
3D site, but it seems a lot of the CPU discussions are very watered down in regards to performance and architecture. I know some dislike Hannable, but as far as I can tell he is one of the few to take a real stab at the architectures (which he has a starting perspective like anyone which doesn't always jive with individual developers or fans or all market realities).
Dissappointed that over 1 year since we got some concrete information on CELL and for the most part discussions still revolve around flops. I know benchmarking is out of the question in regards to real game code for the most part, but G70/71 and Xenos are picked to death architecturally. Of course GPUs are easier in that they do more constrained tasks so there are "easier" answers and CPUs have to deal with a lot of various code -- and done in a variety of ways (not all AI code is created equal for example). I guess my dissappointment is that we will never have any really firm data, much like EE, outside vieled dev comments and a cherry picked tech test/demo of some sort.
Anyhow, every can continue with their discussion about why StarBreeze is right/wrong
(IMO the guy was open and candid and his opinion is his experience for their design goals and their assessment of the hardware... the answers may change depending on dev team size and skill, budget, and game design goals).