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.
Exclusive games don't matter - if you hire the talent and spend the time and money making an exclusive game it'll look good or perhaps even great, and then you can easily market it to your fanbase as being technically impossible on the other guy's machine (because it lacks Cell or BluRay or eDram or Blast Processing or whatever else it is that the core gameplay and art style could easily survive without).
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.
I'm not sure that a bunch of Cell processors will be as usable as an 8 core x86 or Power processor even by next generation.
This is really embarrasing to read someone or anyone comparing "blast processing" to Cell and Blu Ray and just shows how screwed up the mentality of technology is to this day.
But your other argument is just as ridiculous, care to explain why multiplatform devs DID NOT BOTHER to make meaningfull distinctions in gameplay, AI, physics and GRAPHICS back when PS2 and XBox 1 represented extreme difference in supposed specs... I wonder what excuse can be used, the Xbox 1 offered a higher clocked CPU, a 2001 level technology GPU and well over TWICE the ram as well as the supposedly easier to develop for Direct X API tool set.
On the current gen a first party game like MLB The Show graphically embarrases the multiplatform efforts, its too bad there are no first party football, soccer, and hockey or cricket anymore...
BTW it makes more sense to mention DirectX API, XNA with Blast Processing because they are both registered marketing trademarks only the latter is not owned by Microsoft.
I'll try and put it as a question:
What's the value in an awesome supercomputer CPU in a console if at first (during the most crucial period) it holds the system back then, later, it sits there underutilised because multiplatform games aren't targeting it?
Cell has to be some of the most expensive (in terms of $$ and silicon) culling and anti-aliasing hardware ever made.
I don't know how expensive re-engineering Cell would be, or if anyone would want to do it. Maybe Cell could easily deal with next-gen engines primarily targeting more complex processor cores, but I wouldn't want to bet on it!
Bobcat could get around many of the x86 pricing issues, and if ATI could integrate Bobcat cores with a powerful GPU maybe that could be the best of both worlds...
Again look at XBox 1's technological lead over PS2 and what you are saying is that Microsoft should never have bothered in making that console specially considering that only one game managed to rise above the sea of mediocre mess but current standards the XBox 1 is basically a failiure then and it wasn't microsoft's constant investing and marketing that did anything to maintain that console.
Also Cell software development is as complete as it should technically be considered "easy to develop for" however to be a programer you have to study books and such so if you don't put any effort to study you are not getting anywhere.
The only way to go with Cell is to evolutionize it, its not that hard really, there is already PowerXCell, assuming that X86 or ATI should be considered for Sony's next Playstation is basically going to cause the system to collapse, this thread is about new hardware but its not really clear about what hardware it is.
Didn't Gears of War come out a year after the 360 launched?
Launching with a killer app is difficult and a big risk. MS managed it with Halo, but that game had been in development for a long time and was an almost freakish rarity - and even that had the traits of a desperately rushed launch title (repetition of huge chunks of levels).
It's only Nintendo that launch reliably with killer apps, but they base their console releases around having first party killer apps.
To use one of my favourite examples (for everything), Sega started work on Shenmue for the DC about 2 years before the DC came out, before they even had prototype hardware. Consequently, development was more difficult and inefficient than it would have otherwise been, and some of the assets suffered in quality (being pre-first gen and old by the time they were used up to four years later).
Halo 1 also had a very slow acceptance that grew only because magazine articles kept being written on the old game and forum boards kept talking about the game... then again G4 TV also greatly kept giving the game alot of free advertising and it wasn't until 2004 that it became clear that halo was a real franchise.
SEGA-AM2 under Yu Suzuki had prototype Shenmue/Project Berkeley running on Saturn hardware with its much anti-hyped "nightmare to program for" dual SH2 set up also when the first rumors of Dural were showing up in 1997 the specs pointed to dual SH4s before that changed.
You got to remember the CPU on the PS3 isn't the Cell Sony had hoped for (or their original vision).
The so called Broadband Engine was supposed to be 4 Cell @ 4GHz with 64 MB of off chip L3 cache. Algorithms that aren't suitable for the SPUs are supposed to run on the PowerPC cores, there are suppose to be four of them that can access the L3 cache as well as the main memory without having to break things up into small chuncks for the SPUs.
What you get on the PS3 is a severed compromised of their original vision. They just didn't have enough PPU in the PS3 to carter to the problems they already know about; that is no all algo would suit the SPUs. Frankly if they were planning for 7 SPUs Cell, they might as well go for 4-6 PoiwerPC cores CPU and call it a day. The Cell in PS3 doesn't have enough peak performance to bother with the extra work (read more development dollar) for the gain it offers.
Moving forward they would have to cram like 16+ Cell into PS4, I think there are cheaper alternatives that can offer better solution.
That 64MB of off chip L3 cache sounds a bit ridiculous (transistors are not free), the 4Ghz Cell was Sony's engineer's target at 65nm engineering chip process that was clearly two years away back in 2005.
Microsoft forcing a next gen in 2005 clearly forced Sony to panic and not allow them to get a lead, as is the nature of competition as a matter of fact I suspect that since PS2 was officially announced in March 1999, well after the launch of Sega's Dreamcast, Sony had no clue that there would be a Microsoft console coming so soon and by the time rumors started to come out in late 1999 it was too late to change anything on PS2 since it was really complete technology waiting for a die shrink to .18micron
Cell was revealed in development in 2001 but it was far off technology if Microsoft had not forced a console launch in 2005 and they would have waited, you can bet your sweet butt that that would have given Sony the extra time to work on their chip process for a later launch, basically current gen launched too soon, for all parties reguardless of Nintendo taking the crown which by the way Microsoft bows down to.
If PS3 had launched with an easy to program for CPU using established graphics programming libraries (DirectX) they probably could have.
It took years just to get solid common libraries to use on PS3. The quality of multiplaform games on PS3 tracks fairly well with the developement of programming libraries for Cell.
None of that stuff existed in anything other than very rudimentary form when the console was launched.
The major benefit of a easy to program for platform is that there's much less time involved to get your initial games up and running. You just leverage stuff you already know (DirectX is a fairly well understood API). With PS3 you have to not only learn what is possible and what isn't. You have to learn how to do things its way. Then you have to create the libraries and everything else.
A very time intensive task that can't realistically be shortened. Moving to PS4 if they re-use Cell, they'll be able to leverage that in a similar way that devs could leverage DirectX on X360 as well as the more familiar CPU architechture. Then again if developement of Cell slows, you risk being underpowered compared to the competition if they go with a CPU that still undergoes strong R&D spending. For example, I wouldn't be at all surprised if for the next Xbox, MS went with either an AMD or Intel CPU. By then it's quite possible that a 6 core AMD CPU will be fairly cost effective.
Regards,
SB
But they could not, Direct X is a registered trademark or proprietary Microsoft API software (Dx is not hardware), how the hell do you even think that Microsoft would give their ENEMY the same sword or gun they are using??
Both nintendo Wii and Sony Playstation 1/2/3 use NON-Microsoft software meanwhile XBox 1 used DirectX based platform software tools to give their developers an easy gate into the next gen Xbox 360 back in 2005, its pretty obvious that Microsoft does not want Sony or Nintendo to have the same advantage or they risk losing the market.
And please the Personal Computer market is Microsoft monopoly, Linux distros or MAC OSs are NOT supposed to run any direct X software or any microsoft software unless Microsoft actually bothers to make something for them, thats why Linux and MAC use OpenGL.
That "easy to program for platform" you keep referring to is Microsoft monopoly.
I don't think that you can explain the performance of the PS3 as some huge conspiracy or justify a lack of performance against other consoles which managed to release far more compelling content on day one. Sony screwed up and then people turned against them. The same thing they took advantage of against the N64, its just history turning full circle again nothing more.
The n64 was a completely different beast, there were many major differences as to why it just does not make sense to even compare it to PS3...
Maybe if Sony had announced that they were delaying the PS3 for two years after their competition launched and then shipped with the same number or lower of games then it would make sense but the fact is that Sony cut or forced the PS3 to not allow 3rd parties to get all cozy making games like GTAIV (the leading sales IP of the last decade) that showed up as a tattoed promise to a rival console maker's company rep.
That Microsoft has been desperately paying off franchises that became famous on Playstation so as to hurt that core audience's mindshare is a whole other story.
Yet you had hundreds of anti-sony articles, a major blow up on any game that had any type of flaw, and worst of all the "no games" label and that xbox 360 had more games marketing by these gaming sites and magazines was ridiculous unless they were being paid off or bought off with free cake and koolaid.