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MisterBlonde said:
@NJ5 and dbot

Thanks for pointing out page 2...I missed that the first time and ended up repeating what you guys stated. I was more or less replying to statements like Kameo, Gears, and MGS used X% of console power that I saw later in the thread.

As far as the 12 vgchartz example, that is a good example also. Could be an IE problem, vgchartz website problem, or 3rd party plugin like Flash or something. Or a combination of 2 or all 3. You could attach windbg and find out pretty quickly. Just google windbg if you are interested in finding root cause.

With my example I was just trying to point out that utilizing all resources is for the most part not considered a good thing, and with bad programming is easier than one would think.

Here's my perspective from before this thread even started:

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(12/05/08, 13:13)

Further game engine optimisations can bring down the 60% SPU load figure considerably. So potentially there should be even more headroom to do additional stuff.

Current processor loads can be easily determined through benchmark software, but future wizardly coding optimisation cannot be quantified.

http://www.vgchartz.com/forum/thread.php?id=51752&page=1

It's nice to see NJ5 changed his perspectives on this issue, regarding a much earlier thread.

 

@ NJ5

Once you posted a nice diagram of Killzone 2's engine which showed SPEs waiting for other SPEs for quite a high percentage available CPU time.



You misunderstand the diagram:



The black areas are spare CPU time which can be used for other things (the used areas can be made smaller even, though efficiency optimisation). It may well be obsolete by now, SPU 4 and SPU5 if they would have been included in this diagram would be completely empty.

http://www.vgchartz.com/forum/thread.php?id=49421&page=5

BTW, like I suspected in that thread this diagram would be obsolete.



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