Ascended_Saiyan3 on 11 April 2009
| MikeB said: @ 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. |
That's exactly right! I knew this from the GDC 2009 developer slides. I have access to a lot of them (from MS, Sony, and 3rd party devs). I've gone over those slides a couple of times. The funny thing is that in one of MS audio presentations they were suggesting MIDI for audio files! Meanwhile, Sony's audio presentation was looking at truly next-gen audio techniques to implement in future games. If anyone wants those PDFs, PM me and I'll send the links to you.







