Bigus Dickus said:
Trying to stay away from the rampant speculation and meaningless numbers comparisons, but I do think it's worth pointing out that there have been some discussions among some quite knowledgeable persons on this forum on the topic of CELL and physics, and what I have gathered from those discussions is that the super-multithreaded approach of CELL might not be best suited to physics calculations. Reason being some of those calculations need to run fast serially, and aren't as suited for multithreading.
Yes, I think this is one aspect of the Cell architecture (The number of parallel units).
There are also other advantages, specifically the NUMA memory layout (fast local store with explicit control), SIMD units with each SPU and large register files. These also contribute to fast execution if the problem maps well.
(A) What I cannot ascertain is without actually coding it, I can't put my finger on whether game problems map well to the Cell architecture (Not just spreading the workload to different units, but also organizing the memory layout to maximize Cell's performance for instance).
(B) ...and whether there are limitations that undermine the performance (e.g., How bad/good are the branch hints realistically, does PPE affect global memory access in any way).
Perhaps the thread you mentioned has covered all these. I will look it up.
I programmed on parallel clusters and super computers in the late 80s and early 90s. I can appreciate what those irons did, and what Cell is trying to do (and of course XB360's XCPU/VMX too). This is just an exercise for me to find out how far the consumer companies are taking the concept. Both XB360 and PS3 seem well-poised to succeed into the next next gen (speculating), so I'll be even more happy further down the road.
However it annoys me to no end when someone infer from a specific hardware trait (or even just paper specs) to conclude that all XB360 and PS3 games will look indistinguishable. For one, as as gamer I don't just care about looks and static screen shots, I care about the total experience. And two, we are cutting out the largest contribution -- from the game designers, the artists and the programmers. For the sake of the game industry, I hope people are striving hard to deliver the best experiences possible.
All films are shot using pretty much the same technologies, but each and every one of them (the good ones anyway) are unique. So can games. It's ok if it takes time. I can wait. Perhaps the problem is more acute for me: All my games this gen are exclusive franchises, but that's just me.