Fafalada said:And graphics tasks better have some basic abstraction for task distributing available at the start (it's not exactly rocket science to do that for vertex and pixel processing), if they think people want to start handscheduling out of the box they're idiots, and then some.
I think they will still have a triangle rasterizer.
Thing is, doing parallel programming for vertex shading really isnt rocket science ... if providing programmers with the tools to instance threads of execution and synchronization and communication primitives doesnt allow them to do parallel vertex shading by their little old self the future doesnt look good for utilization of Cell. I was suggesting Sony providing the things I mentioned because really apart from that they cant help them all that much ... helping them with the stuff which isnt rocket science in the first place doesnt get them very far.
Using a single threaded game engine with a high level graphics API is nice ... but it will only result in a game with physics/AI/interactivity on the same level as we have today, only with more polygons (if we resign ourselves to approximate collision detection).