Lucid_Dreamer
Veteran
The PDF says it uses 5 SPUs for several things, but they didn't say they ONLY use 5 SPUs for everything. They mentioned procedural textures, BUT it was only mentioned in passing (as a bullet point). There wasn't a breakdown of what is being done where.No...
what the PDF says is, that they use the SPUs for several things, including procedural textures (which not many games used before, iirc), and they also state several times, that they use 5 SPUs for doing their stuff, although they have 6 available for the game.
In the Killzone PDF, the chart showing the SPU usage, the 6th SPU basically was idling all the time, except for 2 minor things (sound and unzipping), which took less than 5% time in the chart. So they basically still have 1/6 plus the rest of the idle time of the other SPUs to leverage code. Not too bad for improvements actually.
Or do they not use the 6th SPU, because of some TRC set up by Sony (we did hear something a long time ago, that the OS can basically take away one SPU at short notice for OS stuff... maybe to circumvent any stalls, they just don't use it at all or so).
I, also, remember reading about ProFX's solution. It mentioned using 1 to 2 SPUs to compute the textures to be given to the GPU. That's why I ask if that COULD be it. So, you are saying this isn't a possibility?
I would say your last paragraph is improbable because of Naughty Dog's claim of using near 100% of the clock cycles. They, also, claim that's due to figuring how to pipeline across all cores. If that's true, it would kind of disqualify your last paragraph, right?