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Xoj said:
selnor said:
hobbit said:
selnor said:
God damn. Why 5 years into 360's life, are developers not taking advantage of 360's multicore properly. She points to blaming the ease of coding on 360. The fact that because it'seasy to get great results, She hasn't seen codes for 360 optimized to new ventures in synchronization for example. It's sad in a way. But hopefully, Remedy among others have shown what benefits come from looking at new ways to programme. Rather than stuck in what is essentially familiar single core processing.

yeah, that was a shock to me. You'd think with all the cell spu vector optimizations that developers would be using the VMX units as well.

I thought exactly that. In a way with the PS3 having to rely on the CPU to help graphics, First Party PS3 devs have been forced to really crunch down to new programming techniques for multi core programming. Whereas the 360 has had next to no optimization for it's multi thread abilities. Hopefully We will start to see some nice advanced multicore programming on 360 over the next few years. Crytek seem to be doing that, if each week PS3 team make Crysis 2 look better and then the 360 team trump them the week after.

Come on M$ give us a first party game fully taking advantage of 360!

oh no how wrong can someone can be? Cell was different from nay platforms developers were used to work with 1-4 cores,

the ps3 though have 1 PPU and 6 SPUS, 360 its not easier because multithreading  but because they are libraries already done it was easier to harrass it power.

and PPU can be threaded too. as far floating point calculation and threading u should know which cpu it's better. since all spus are 3.2ghz, while u thread 360 u get 6 1.6ghz threads

 

 

Obviously you didnt listen to the 35 minute question and answer in the op. If all you got from my comment was that.

In a nutshell. You are missing the point.

PS3 has a weak GPU. First party developers have been showing many 3rd parties how to use the Cell to it's advantage. They have had to learn quick how to utilise multi thread programming.

Now the 360 has had developers be lazy. Now this lady Corrinne tells us that engines on the 360 have not been optimizing the 360 architecture. It was designed with multicore and multithread computing in mind. Yet the 360 produces great results with familiar single core programming. Hence devs aren't bothering with the 360 to utilize new ways. Thats her major point. She wants to see developers building new engines from the ground up. Tghey aren't even using VMX units.

Dont get all butthurt in here because the 360 has much more potential. This isnt a thread for you to downplay 360. This girl has over 20 years experiencing in building game engines. And has worked and is friends with Tim Sweeney and John Carmack. I think I'll listen to her thanks.