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Procrastinato said:
I would wager that the "60%" number is actually near the max that any game will ever honestly use, with regards to the SPEs, unless it is designed around massively parallel concepts.

Its just not possible to keep that many cores busy at times in a game application. However, in regards to the "Xenon vs Cell" debate, the Cell still has the advantage over the Xenon, when it *does* come to those shotgun-prone parallel tasks, and otherwise, it's pretty much the same. Heck the PPU is practically the same processor as a single core of the Xenon -- designed by the same guy, even, according to this article... although I think the article actually states that he led the PPU team... not the Cell team as a whole. In other words, he wasn't the guy actually responsible for the parallelism concepts of the Cell -- he's is part of the supporting cast. Still, I'm sure he knows his stuff.

Alot of the time, the PPU is basically identical to the Xenon... and then when its parallel-time, the Cell blows the Xenon away, because the Xenon has 2 buddies@3.2 GHz, and the Cell has 6.

You lost that wager before you even made it.  Uncharted 2 will use near 100% of the clock cycles of the Cell.  NOW, don't get this confused with 100% of the total power of the PS3.  The REAL boost in speed comes from vectorizing there code.  Naughty Dog has just finally been able to migrate all their systems over to the SPEs.  Here is the link:

http://g4tv.com/thefeed/blog/post/693071/Uncharted-Territory-The-Evan-Wells-and-Amy-Hennig-Uncharted-2-Interview.html