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NJ5 said:
MikeB said:
y0ungK!d said:
If they said they only used 60% why? Why wouldn't they use 100%? That's foolishness.

Why doesn't pacman use 100% CPU time on your quad core PC?

The PS3 includes many new state of the art tech, especially the Cell provides and needs radically different and more modern approaches. Writing game engines take time to develop. It's a bit like asking why wasn't Rome as big as it is today when people just started building the city. Understand?

 

There's that and the (IMO) bigger issue which is probably non-CPU bottlenecks that they may have hit.

For example, if there were no other bottlenecks, it should have been fairly easy to implement split-screen, right? 60% means little more than half of the CPU cycles are being used, while split-screen shouldn't nearly double the load on the CPU.

Yet, split-screen wasn't implemented, which leads me to believe the game is not limited by the CPU but by something else (memory? GPU? who knows...).

 

Load balancing is probably the reason. They probably don't have a method of assigning work to different SPUs as they become overloaded, I suspect that work must be assigned by the developers to a specific SPU from what I have gathered from developers working on the PS3.

Because it mixes everything up, it makes predicting the workload difficult if you've got two different people looking and fighting in two different directions.

 

 



Tease.