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MikeB said:

@ selnor
Each SPE does have a tiny amount of cache, they all do have DMA units and a branch predictor is not needed with properly designed SPE code (the programmer does so manually, like shifting gears, but more efficienty than a predictor can).

Its not cache, its like small ram for each SPE and you have program usage of that memory 'by yourself'(Ie theres no cache.). Uhm, try to do the ones with logical AI 'manually'. Logical AI is very hard to implement with SPE:s anyway(real time that is). On the other hand you could use PPE, but its also a bit limited when it comes to programs that use a lot of branches.

And wtf? Its not always better when programmer must do something manually. I bet for you whenever programmer must do something manually for X360 it will be crap and for PS3 it will be a frigging BLESSING. Just cut that biased crap. You seem to know something, but I(and I guess others too) can't take you seriously because you act like PS3 zealot.

Yes the EDRam bandwidth is useful for mainly AA, however there are enough 360 games lacking AA. Including some of its best games like Kameo, Halo 3, Dead Space, Madden 09, Quake 4, etc. The problem is that the amount of EDRam is so small and tiling results in framerate issues.

Only useful for mainly AA? Hahaha.....

You wish... It's inaccurate, incomplete, biased and thus entirely useless.

Sounds quite familiar especially when reading your posts... (heh...)

 

I challenge you to say something good about X360. :D