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@ Ascended_Saiyan3

That is very true. Everyone should take a look at the chart below. Where you see white spaces is room for improvement. This is for Killzone 2, BTW.


Those white spots is spare SPU time which could be dedicated to running new SPU systems without further optimization. However there are also endless oppertunities to further optimize the existing SPU/PPU systems already up and running.

That's one of the reasons why leading PS3 developers such as Insomniac, Naught Dog, SCE Studios Santa Monica and Guerilla Games suggest not to optimize too much early on, it's probably better to start significantly optimizing existing code when you start to run out of performance resources. They suggest to move as many as possible functions from PPU (and GPU) towards the SPUs first (ideally near everything, dev time permitting taking into account for when your game is set to be released) and foremost optimize for code structure, low level code optimizations (hard work!) can be done in the future.



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