5 years later there are still a lot of workloads where CELL is far behind x360 in cpu performance even with all that time to work on programming tools, etc.
You may want to clarify what you mean here (for... you know....).
5 years later there are still a lot of workloads where CELL is far behind x360 in cpu performance even with all that time to work on programming tools, etc.
While thats true, they are 3rd, of 3 consoles, last place isn't that great, despite not being horrible. Personally, I think Cell alone is to blame for them being in last.
BC is pointless, not only to me but to the vast majority of the market [snip]
BC hasn't seemed to have hurt 360 nor PS3.
And there's a lot of workload where 360 and x86 falls way behind Cell.
It's just none of those are workloads appear to be in multiplatform games. And multiplatform games are the only place where it matters. It doesn't matter how well your stuff performs in exclusive games.
Can you name me an example where the PS3 version has worse physics? (to give but one example where CPU could be a bottleneck on consoles) I may not be looking right, but I don't see any evidence of the Cell processor being a major factor in holding back the PS3 version of a game. Trying hard, I can think of maybe one game having trouble porting their PPE based AI to the PS3 (was it Assassin's Creed?). On the other hand, physics normally always run better on PS3, as most physics drivers are optimised for SPEs (look up Havok performance on PS3 for engine version 4.5 or higher, first used in Motorstorm 2).
Multi-platform games aren't well known for their CPU usage (even native 360 games don't have a great reputation, imho - PGR4 may look decent as a 360 exclusive, but Blur, though now multi-platform, is more advanced and uses a multi-threaded renderer, versus single-threaded renderer for PGR4). How many 360 games have one core dedicated to sound processing alone?
Even then though when you look at the stuff that causes most CPU usage, like encoding, decoding, compression, decompression, even xml parsing, an SPE is very good at exactly those kind of things. It took quite a while for instance for my PCs to catch up on ripping music to my PS3's harddrive, and then the bottleneck was for a large part simply the DVD drive. Take that to gaming, and you have an environment that is much more predictable and the Cell design can be put to even better use.
We can discuss this endlessly, but in the end the CPU is probably one of the last problems that the PS3 had. Imagine that the PS3 had had a 3 core PPE based processor like the 360, and nothing else changed. Would it have been that much better off, you think?
We can discuss this endlessly, but in the end the CPU is probably one of the last problems that the PS3 had. Imagine that the PS3 had had a 3 core PPE based processor like the 360, and nothing else changed. Would it have been that much better off, you think?
It's just none of those are workloads appear to be in multiplatform games.
And multiplatform games are the only place where it matters. It doesn't matter how well your stuff performs in exclusive games.
Fast forward a few years with some solid libraries and a good understand of Cell and it's SPU's you can certainly consider it one of the strengths.
Well you don´t know what I think. Beside the technical issues such as parsing GS code to shader code you have all the legal issues with copyrighted material: game ip, songs, art etc. that may need to be re-negotiated if you want to put out a new binary.Its a whole lot easier than you think.
aaronspink said:BC is pointless, not only to me but to the vast majority of the market. You either already have the previous gen in which case it is pointless, or you don't so you don't have the game to use it with in which case it is pointless.
Lets put it this way, are you willing to spend the cost of both a current gen and a next gen console to get backwards compatibility? If yes then you don't need it, just buy both, if no, then there is no way to justify it because it basically adds that much additional cost.
BC hasn't seemed to have hurt 360 nor PS3.
But the vast majority of workload will be games code, the SPUs are designed to deliver predictable real-time behaviour for that purpose, people at IBM were quite outspoken about this. It´s not designed for database-transactions or Linux-multitasking or whatever benchmark workload you were thinking about.aaronspink said:because they will get better performance on the vast majority of workloads with less resources. Peak != delivered.
aaronspink said:Or in other words, a whole lot more things can run on cpus than on SPUs and CPUs can run everything that an SPU can. As I've said in other forums, I can deliver today and infinite flops processor for limited workloads, do you think it would be a good idea to incorporate that into the next gen? It would allow infinitely higher performance in select workloads!
It's just none of those are workloads appear to be in multiplatform games.
And multiplatform games are the only place where it matters. It doesn't matter how well your stuff performs in exclusive games.
Really, what task that's not related to running an OS is better on the xenon? Can xenon do MLAA? Can it do folding at home? Can it decode h264 streams that are higher than 10mbits?Cell is orders of magnitude WORSE than any duel core x86 from that era on a variety of workloads. 5 years later there are still a lot of workloads where CELL is far behind x360 in cpu performance even with all that time to work on programming tools, etc.
I was under the impression that the quality difference in multiplats stemmed from the difference between the RSX and Xenos, not the CPU.
The point I was (doing a bad job of) making was that there hasn't been, and still isn't, a special "Cell advantage" for multiplatform games. The reasons may have changed, but the fact that 360 stuff still looks and runs better hasn't.
If Sony truly are going to be last entering into the next generation as they're suggesting then all they really need from their next gen CPU is to be able to run quick ports of big games at least as well as their competition. That's it. Any more power would be overkill (which is fine if it's cheap or free), and any extra processing power that came at the expense of multiplatform games would be a mistake. Graphics, at least in the early stages of the generation, are a different matter though.
If Sony truly are going to be last entering into the next generation as they're suggesting then all they really need from their next gen CPU is to be able to run quick ports of big games at least as well as their competition. That's it. Any more power would be overkill (which is fine if it's cheap or free), and any extra processing power that came at the expense of multiplatform games would be a mistake. Graphics, at least in the early stages of the generation, are a different matter though.
Really, what task that's not related to running an OS is better on the xenon? Can xenon do MLAA? Can it do folding at home? Can it decode h264 streams that are higher than 10mbits?
BC has and always will be pointless. It really serves no purpose and provides no benefit.
Do you know of any multiplatform developer complaining about the cell any more? Even Gabe Newell says the best console version of Portal 2 will be on the PS3. I don't think it's that hard any more to do a quick 360/PC port to run on the cell, it's the RSX that makes them look/run like crap, or at least, that's my impression, but if you have some examples, I'd like to hear them.
Going with a redesigned/fixed Cell for next gen wouldn't really be as much of an issue as it was at PS3 launch any more, most devs are familiar with it. I'd wager as long as the GPU doesn't lag behind the competition, the PS3 ports would run just as well and look just as good. The x86 pricing makes it impossible to have one on a console that is supposed to sell for a profit, so that's not going to happen.
BC is pointless, not only to me but to the vast majority of the market. You either already have the previous gen in which case it is pointless, or you don't so you don't have the game to use it with in which case it is pointless.
BC hasn't seemed to have hurt 360 nor PS3.
There are tasks where an algorithm tweaked to work on a "see all memory" type architecture can run faster than an algorithm tweaked to run on "see only a sliver of memory at a time" architecture. If you are talking about any type of task that sequentially churns through data then cell will always win. But there are other cases such as when you are randomly dealing with very large data sets, and being able to see all that data at all times lets you write an algorithm tailored to that strength and possibly run faster on a traditional cpu compared to spu.
BC is pointless, not only to me but to the vast majority of the market. You either already have the previous gen in which case it is pointless, or you don't so you don't have the game to use it with in which case it is pointless.
Yah but its different now that we have downloadable games and content in the mix. I think the expectation for DD is that stuff you buy now will work on future devices. Plus its a good way to keep people locked in.