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Squilliam said:
MikeB said:

@ Squilliam

I don't believe the PS3 has dynamic balancing of the SPU load because all the DMAs must be assigned by hand.


How do you think attaching several PS3s to achieve better raytracing results works? Of course it can be done, the Cell is better suited at these sort of things than other CPUs, that's why they are so powerful to use in supercomputers, add more SPUs and you get a near linear increase of results.

Which has precisely nothing to do with what I actually said....

 

Explain better what you mean then.

I thought you meant a development approach like this (a dev comment regarding Lair at GamePro):

"Not a specific S.P.U. Our S.P.U. code works dynamically, so we are not locking up one S.P.U. and saying "OK, you are the A.I. S.P.U., but we instead say, "OK, here are these 15 things including A.I." We run them on the S.P.U., and the code automatically distributes them. "

 



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales