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curl-6 said:
fatslob-:O said:
curl-6 said:

I'll let him take that one, so we don't end up creating two pointlessly samey threads of conversation, haha.

You can do it now. I don't think he's going to reply. 

repost:

forethought14 said:
@fatslob 

Espresso is slow compared to PS360 if you make it perform floating point performance tasks. Its only method for doing these SIMD tasks is via paired singles, and at this clock, it likely doesn't match those two. Though there were benchmarks done by a member of Neogaf (blu) that proves that the architecture of Broadway isn't too bad at these tasks at all, just likely not at the same level as PS360. But it's a processor with strengths in places like GP or integer code, something the PS360 are just terrible at. Calling Espresso "slow" is not fair at all, since it's not designed to do much of those floating point tasks. Probably why Iwata encourages GPGPU, because that could alleviate Espresso.

You do realize that doing gpgpu is awkward on a VLIW architecture, right ? (What's more is that it's awkward for alot of developers.)

And what's more is that gameplay physics is best done on a cpu that depends on floating point power so does this mean that the WII U won't have alot of rigid body physics ?

There's a lot about the hardware we don't know, but Shin'en did say, again in the OP, that being having a GPGPU lifts most of the limits on previous consoles. There's no question that devs who want to be able to spend no time tailoring a game to the hardware are going to find it difficult as its architecture is not in line with either its peers, as was the case for systems like the PS2, Wii, and PS3.

As for floating point heavy work, the GPGPU could play a part in assisting with these kind of operations. That's its purpose after all, to take on some of the tasks traditionally assigned to the CPU.

You cannot use gpgpu for everything. There will be a time where a processor is more efficient at handling tasks such as sequential workloads. Plus I think a cpu's SIMD engine is important as it is the key to giving games more interactivity. Such as good ingame destruction physics which I have wished for a long time.