Xbox 360: Anyone confirm if this is true

easy there hardcore coder extreme ;)

What do you think is an efficent use of three cores then?
 
For those that are obviously not reading the article:

MICROSOFT'S VOLE DRAMA ARMY DROPPED A BOMB today in a backhanded way. During the talk on multithreaded programming, Microsoft used the 3 core, 2 thread per core Xbox360 as an example. The bomb was that the first generation of Xbox titles, all of them, are single threaded. Not good.

Microsoft has stated themselves that ALL first gen games are not taking advantage of Multi-threading. There's nothing to debate. Take what was said for what it is.

Here's another interesting point in the article:

The scary part is that everyone tells me that the PS3 is harder to program for than the Xbox360, and the tools are nowhere near the quality of Microsoft's. That means that even with an extra 6 months of design time, the initial PS3 games may be worse.
 
Alstrong said:
easy there hardcore coder extreme ;)

What do you think is an efficent use of three cores then?

Depends on the game, but you really need to break things down and start to look at data dependencies, you move your game to become a series of smaller tasks with minimal interdependency. You can then just farm out the smaller jobs to threads as they are free.

Unfortunately breaking things down into a large enough number of small enough pieces that are not interdependant requires a MASSIVE amount of work, and it's unlikely you can even move there incrementally. You have to loose (or at least minimise) the concept of r/w global state to do it right.

In the short term you'll likely see games running predominantly single threaded, exploiting trivial parallelism (like the stuff I outlined above) and then adding "jobs" to make things prettier and use up the CPU time, cloth simulation, hair, fluid, all the trivially parallel stuff.


I think the interesting stuff is dedicating the resources to the core gameplay stuff, but it's much harder.
 
pakpassion said:
at the fall processor forum, Microsoft's Vole said all Xbox 360 first generation games were single threaded, all of them. and multithreading would only come in second generation.

http://www.theinquirer.net/?article=27249


If this is true does this mean its because of shifting from a single core G5 to multicore machines which were still single threaded, to final hardware whcih was multithreaded?

no, it just means you're trying to interpret some obsolete information you have zero understanding of.
 
Hardknock said:
For those that are obviously not reading the article:



Microsoft has stated themselves that ALL first gen games are not taking advantage of Multi-threading. There's nothing to debate. Take what was said for what it is.

Here's another interesting point in the article:

funny, about 1 hour ago i was chatting to a xbox360 near-launch title* developer right after a short presentation by him in front of 150 developers explaining how his team were using the xbox cores in an efficient way. ..so the developer was a lying sob, apparently. gotta give him a call and tell him that right in his face..

* technically a next spring title, but i'd say maybe the most playable one on the show floor, together with kameo. the pgr3 build they had there oth shouldn't 've been shown at all.
 
darkblu said:
funny, about 1 hour ago i was chatting to a xbox360 near-launch title* developer right after a short presentation by him in front of 150 developers explaining how his team were using the xbox cores in an efficient way. ..so the developer was a lying sob, apparently. gotta give him a call and tell him that right in his face..

* technically a next spring title, but i'd say maybe the most playable one on the show floor, together with kameo. the pgr3 build they had there oth shouldn't 've been shown at all.

Do tell, what is this 'mysterious' title? If you don't mind me asking :p
 
darkblu said:
nothing mysterious here. full auto.

Cool, Full Auto is one of my most anticipated games. I was really bummed it got delayed. It's good to hear they are having such success with the hardware.
 
It's not an argument in logic, but a question on utilization, and code efficiency, which only the developer can answer here, and you guys can't. I should have worded things better, as I see I was not very clear, and the examples I gave were abitrary, and not related to what I think of Call of Duty 2, which looks very good.
 
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Bizarre Creations has said that they are using all cores for PGR3, even their "mini game" Geometry Wars : Retro Evolved is using mutiple cores because they have to simulate/calculate 60,000 points on the game's gravity grid.

http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=64

Just because they're using all cores doesn't mean they are used fully. The main game probably runs for the most part on one core. I bet you could probably still play the game without sound and Live/Dashboard intergration on only one core. I wish they gave us more insight into the physics of the game because that's what is most interesting to me.
 
Thank you for your thoughts on the matter, ERP :)

ERP said:
I think the interesting stuff is dedicating the resources to the core gameplay stuff, but it's much harder.

Do you mean using multiple processors to work on one thread :?:
 
Alstrong said:
Do you mean using multiple processors to work on one thread :?:
Per definition, a thread can only (concurrently) execute on a single processor (and then only on one of the two hardware threads). The scheduler can move threads from core to core, but that is — if it happens often — a bad idea (L1 caches are unnecessarily polluted, L2 is shared, so that shouldn't matter).
What people or talking about (I reckon) is breaking down a single sub-system / problem into easily parallelizable (warning — word invention at work!) chunks (e.g. computing cloth physics for a character; if there's more than one character, then two threads can compute "physics" at the same time: one for each character) and then processing these independent chunks in parallel.
This is what many would call "low-hanging fruit" optimisation. To get to the size of work-units ERP mentions, is a completely different matter (and much harder).
 
[maven] said:
Per definition, a thread can only (concurrently) execute on a single processor (and then only on one of the two hardware threads)...What people or talking about (I reckon) is breaking down a single sub-system / problem into easily parallelizable (warning — word invention at work!) chunks (e.g. computing cloth physics for a character; if there's more than one character, then two threads can compute "physics" at the same time: one for each character) and then processing these independent chunks in parallel.
I think this is part of the problem in understanding distribution of workload, as the term 'thread' has more than one meaning, even if one of those isn't official (and I don't know if it is or not). A game could be broken into several conceptual 'threads' (subsytem or problem as you term it) such as physics, gameloop, AI and audio. Each of these 'threads' is then dealt with. As you found, you felt a need to make up words to satisfy the explanation because there's apparently no commonly known terminology. Hence 'thread' is used to referrence to difference aspects of programming.
 
For the sake of a quality INQ laugh, a new update is here
http://www.theinquirer.net/?article=27459
First, the kiosk an INQ writer spent quality time with looked horrible, and then a Microsoft multithreading guru stood up in front of a room full of reporters and said all Christmas games are single threaded.
We are developing Full Auto for XBOX 360 and it uses all 3 cores (and all 6 threads). It will be released in the launch window.
So, to wrap it all up, who was right? Both, some kiosks did look horrible others did not. We saw a horrible one. Also, a Microsoft rep did say those things to a room full of reporters, but it looks like he was only half right. As with any good story, there are lots of angles to it, shades of grey to the extreme, and no 90 degree angles. Now all I need to do is convince MS to give me a 360 with a correct monitor to use with it. I promise to spend weeks 'reviewing' games to death.
 
mckmas8808 said:
Again INQ proves that they are the jokes of the internet. Yet people here still give them so much credit for no reason at all.

Did you even read it?

Actually the article was pretty good, and shows they have no problems correcting a previous story. Plus they gave the low-down on the Xbox 360 kiosks(with some looking like crap due to being incorrectly setup.) And even have quotes from developers about multi-threading. Although I know they can be wrong sometimes, this article in particular is very on point.
 
Alstrong said:
Thank you for your thoughts on the matter, ERP :)



Do you mean using multiple processors to work on one thread :?:


No I just mean multiple cores working on the core simulation. We dedicate a small percentage of one slow processor to this in most games today, but the way I think games will develop, I think that is going to change.

How about GTA3 (using it purely as an example) with a persisitent population, where what you do in the world can have a permanent impact.... Hold a guy up in the street and he remembers you, decimate an entire neighborhood and it might become a slum.

I don't know if we'll get there this gen, but the concept of an environment you can play in (and with) aswell as have traditional gameplay experiences in is very compelling, at least to me.
 
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