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larry said:
 

AI is not as taxing as TRE/FFT.

as for physics havent you even heard from AGEIA that SPUs could be tweaked do the same work as the PHYSX cards released by them.


You obviously haven't grasped that SPEs are fast for some codes but slow for other. So AI is VERY taxing for SPUs unless you split the code to SPE and PPE dependend parts, which would add to the communication delays.

Secondly physics is not really the physics demanded in games. Game designers are not interested in how something works, instead they demand that the system works as they want it. So you use simplified codes, that can be easier tweaked and contains less unexpected surprises.

Furthermore: The cell has a dramatic problem with real physic applications (no direct double support and some applications have trouble with the limited amount of local memory in a SPE).

And if you really believe in benchmarks you only show that you don't really know what you are talking about. A benchmark only gives you a time for a fixed part of code with a fixed set of data. If you change the code or the data set you can get totally different results. So they have a limited value.