| Daisuke72 said: Most of the problems you listed developers had to face this generation with the Cell and it's SPU's, except that it'll be much simpler to code for due to the architecture and you don't need to write custom code like you had to do with the cell, and yeah I also heard they were basically glued together, but I doubt any process would need more than four cores. |
and most devs failed at it pretty badly most of this gen, typically multiplatform games would use 1-2 cores on X360 and just the PPU and very little code on SPEs on the PS3 (why most early PS3 ports performed like shit). It's only in the last 3-4 years that devs have really started to get the hang of highly jobified engines. Hell look at Killzone 3 90% of game logic and 80% of AI code was not jobified and run on just the PPU. With the SPUs mostly being used for AA (eg highly parrilised code that would be better suited to a capable GPU), rendering code (80% was jobified) and some physics, and their engine was designed specifically for the PS3 and was one of the early engines to push a heavy job bassed system. Of course with shadow fall they claim that their engine now jobifies 90% of rendering code, 80% of AI code, and 80% of game logic so they are doing much better now and SPEs sucked at most general code anyway. But also the fact that good GPUs with decent GPGPU capabilities in next gen means that a lot of the highly parrilised code will actually be moved off the CPU in the future, and you want see many devs doing graphical effects on the CPUs.
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