fatslob-:O said:
@Bold There are other factors to performance such as clock speeds too. If both processors can output the same amount of instructions at the same amount of time then I would prefer if the procressor has the higher clock because not only does it match the processor with a higher IPC but it has a higher clock`s to overcome sequential workloads too. Remeber how a single core clocked at 3 Ghz will beat a dual core that does 1.5 Ghz. Well the same situation applies here because there are certain programs that won`t be able to leverage a higher IPC but instead a higher clock provided that the each line of code is dependent on the last line of code. (I did not say that IPC did not matter but you have to account orther things too about the processor.) Yet these games use alot of floating point math from what I am seeing. (Even if games were to use integer it`d be miniscule alot of times and you know this.) The cell had alot more in common with what you'd call a vector processor. The actual processor was the PPE as for the SPE's they were a bunch of SIMD units, nothing more plus their instruction sets were pretty narrow. |
Nope, integer math is still used heavily.
The industry moved transform and lighting from being done on the CPU to the GPU because, well. It's faster (I was a PC gamer even when they first made that transition with the Geforce 256 I AM GETTING OLD!), it's a highly parallel task, initially it was done via a fixed function hardware block untill later it was performed on the pixel shader pipelines (It's one of the reasons why the Geforce FX faltered against the Radeon 9700 series, due to wasted transisters on the TnL hardware where-as AMD had it all done in the pixel pipelines.)
In-fact if you look at the evolution of the PC's hardware, over time the CPU has been tasked with doing less and less processing as everything is offloaded to the graphics hardware due to it being able to take advantage of highly parallel tasks.
Back then, CPU's did have a floating point unit, however processors like AMD K6 ande Cyrix M3 had a very poor floating point unit when compared to the Pentium 1, 2 and 3 and the Celeron counterparts, it wasn't untill AMD introduced the K7 which was a massive departure from the K6 series that they actually caught up.
Heck even AMD's FX has it's floating point unit shared between 2 processing cores.
AMD's eventual goal for it's Fusion initiative is to remove the floating point unit entirely from it's CPU and instead move it onto the graphics processor which is more suited to that type of processing.
As for clockspeed, I agree it is important, to an extent and only if all things are equal architecturally, I would for instance take a single core Haswell processor over a Single core Netburst processor even if the Netburst processor has twice the frequency, why? Because Haswell has a much higher IPC, so it can do more work than a Netburst processor even at a low clockspeed, but this is all old news, the Gigahert race between AMD and Intel eventually showed it's not a primary measurement of performance with two different architectures.
The problem with the consoles is that they all have a low clockspeed and a low-IPC CPU, so all-round, they're crap. :P
However, where this generation is different compared to prior ones is that the GPU can offload some of the processing anyway.

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