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there are so many different things going on in games that are well suited to be split across many different processing unit


There are dependencies between them though. Once you posted a nice diagram of Killzone 2's engine which showed SPEs waiting for other SPEs for quite a high percentage of available CPU time. This inevitably means the engine is wasting CPU cycles (as would be expected in a non-embarassingly parallel problem).

EDIT - I just found it:



Once you have an advanced game engine, why wouldn't it be possible to create many different games based on the same game engine?


The more optimized an engine is, the less flexible and more expensive it gets. The best PS3 engines aren't getting used outside of the companies they were made at as far as I know. That should tell us something.

Even if handling a double precision format


You yourself have posted a paper which proves I'm right regarding this. The PS3's Cell is weak at double-precision (unlike the newer versions of the Cell). Let's not go there again please.

 



My Mario Kart Wii friend code: 2707-1866-0957