http://ps3.ign.com/articles/712/712822p1.html
June 15, 2006 - Matt Lee, one of Microsoft's top-level game developers (and creator of Dope Wars) spoke to PC enthusiast site Ars Technica today about all things next-gen gaming. Through the fog of super-brain techno-jargon it is clear Lee is not impressed with the Sony PlayStation 3 and its Cell proccessor.
"I don't think the Cell is as well designed for game development as Sony would have you believe," Lee told the site. According to Lee the design of the PS3's Cell is more suited for "serialized streaming math code" which is common in video codecs and audio processing. This makes sense considering Sony's push for the inclusion of the next-gen Blu-Ray format in its console.
However, Lee's understanding of the PS3 leaves him unimpressed. "The PPE [Power Processing Element] appears to be essentially identical to one of the Xbox 360 cores," the developer explained, "except without the VMX128 enhancements and with half the cache. However, a much greater assortment of work has to be crammed into this single core -- all of the game loop, all of the rendering commands, and the system allegedly takes over some time as well."
Now is a good time to pause to offer some techno-jargon translation.
The PS3's Power Processing Element is not intended to perform all primary processing for the system, but rather to act as a controller for eight SPEs, or Synergistic Processing Elements. One SPE is reserved for the system OS. Another SPE serves as a backup in case one of the remaining SPEs is defective. That leaves six SPEs directly available to applications, such as Devil May Cry 4. With seven active SPEs handling most of the computational workload, Sony is betting that your PS3 games will look and run freaking awesome.
Lee, however, feels that the Xbox 360's custom triple-core PowerPC-based design is better suited to provide "cool stuff" such as the Xbox 360 Guide.
In addition, he speculates that porting games between the two next-gen behemoths will be difficult for developers. According to Lee, the X360 has more "general purpose processing power" that is more easily reallocated, because the X360's CPU cores have equal access to all of the console's memory. Sony's PS3 cell has an asymmetric nature that could, according to Lee, lead to "situations where the game has too little of one type of processing power and too much of another."
Lee warns that games will suffer because "you'll never see a PS3 title with more than 256 MB of textures at any given time, due to the split graphics and system memory banks." The X360 offers 512 MB of unified memory, which Lee says "gives developers much more flexibility in how they allocate memory for various resources."
June 15, 2006 - Matt Lee, one of Microsoft's top-level game developers (and creator of Dope Wars) spoke to PC enthusiast site Ars Technica today about all things next-gen gaming. Through the fog of super-brain techno-jargon it is clear Lee is not impressed with the Sony PlayStation 3 and its Cell proccessor.
"I don't think the Cell is as well designed for game development as Sony would have you believe," Lee told the site. According to Lee the design of the PS3's Cell is more suited for "serialized streaming math code" which is common in video codecs and audio processing. This makes sense considering Sony's push for the inclusion of the next-gen Blu-Ray format in its console.
However, Lee's understanding of the PS3 leaves him unimpressed. "The PPE [Power Processing Element] appears to be essentially identical to one of the Xbox 360 cores," the developer explained, "except without the VMX128 enhancements and with half the cache. However, a much greater assortment of work has to be crammed into this single core -- all of the game loop, all of the rendering commands, and the system allegedly takes over some time as well."
Now is a good time to pause to offer some techno-jargon translation.
The PS3's Power Processing Element is not intended to perform all primary processing for the system, but rather to act as a controller for eight SPEs, or Synergistic Processing Elements. One SPE is reserved for the system OS. Another SPE serves as a backup in case one of the remaining SPEs is defective. That leaves six SPEs directly available to applications, such as Devil May Cry 4. With seven active SPEs handling most of the computational workload, Sony is betting that your PS3 games will look and run freaking awesome.
Lee, however, feels that the Xbox 360's custom triple-core PowerPC-based design is better suited to provide "cool stuff" such as the Xbox 360 Guide.
In addition, he speculates that porting games between the two next-gen behemoths will be difficult for developers. According to Lee, the X360 has more "general purpose processing power" that is more easily reallocated, because the X360's CPU cores have equal access to all of the console's memory. Sony's PS3 cell has an asymmetric nature that could, according to Lee, lead to "situations where the game has too little of one type of processing power and too much of another."
Lee warns that games will suffer because "you'll never see a PS3 title with more than 256 MB of textures at any given time, due to the split graphics and system memory banks." The X360 offers 512 MB of unified memory, which Lee says "gives developers much more flexibility in how they allocate memory for various resources."