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Its two factors IMO.

1. Theres such a deep pipeline between the Cell and RSX to render graphics that a bottleneck in either will slow the whole system down.

2. Load must be assigned to each SPU individually, and everything is interconnected so if just one function slows the system down everything could fall down like a house of cards and the frame-rate could plummet. I don't believe the PS3 has dynamic balancing of the SPU load because all the DMAs must be assigned by hand.



Tease.