WereKitten said:
Come on, you can do better than that! As we know the Cell is closer in architecture to stream processors such as those you find in GPUs than to more traditional CPU designs. The SPUs were supposed form day one to be able to bring some of the weight of graphical elaboration - as the memory access indicates - and originally even a Cell-only graphical approach was considered. This approach - which is not Sony's, the Cell being a Sony/IBM/Toshiba venture - is actually not backwards at all. I'm ready to place a bet that in 5-10 years the CPU/GPU divide will be filled by "farms of simple stream cores smaller set of complex cores" architectures. We'll see a dimished interest in feature matrices expressed in terms of specific APIs (the abomination that is "a direct3D 11 feature") and a return to wider and deeper programmbility of graphical elaboration. Of course this would require you survive 5 to 10 years to the terrible perils of your godforsaken land if we want to check on the bet... |
By offloading the workload to the Cell processor they need to use additional buffers in order to bring the Cell into play. This isn't nearly as memory and bandwidth efficient to doing all of the processing on one locum. Sure theres always room for specialisation especially given power constraints where in many designs <25% of all transistors are active at any one point in time as performance per watt becomes the paramount metric. So whether the SPUs were meant for these tasks or not doesn't matter. In this instance MLAA may run better on the Xbox 360 given the respective architectures than the PS3.
Tease.







