MikeB said:
This because the SPUs require you to design your code efficiently and well structured, the CPUs aren't that different with regard to running well optimed code. Once you have a PS3 with the YDL6 installed do some coding. It's not hard, but you will be able to spot inefficiencies easily and this is crucial for the SPUs. Some quotes from developers: Insomiac Games: "Conclusions http://www.insomniacgames.com/tech/articles/0208/files/insomniac_spu_programming_gdc08.ppt Article being discussed here at Beyond3D: http://forum.beyond3d.com/showthread.php?t=47057 A PC/360 games dev responded: "Regardless of managed memory or cached memory, the concepts and methods Mike has presented is highly portable. In the case of cached memory, that method results in optimized cache locality and cache utilization (something extremely important when multiple threads are sharing L1 on a single core, and multiple cores are sharing L2), and a predictable way to optimally prefetch. Good data locality, minimal sync points, branch elimination, and vectorization are all required to be able to extract great performance out of the 360 as well."" Sony finally made a statement with regard to this as well, something I have been saying for a long time: "Third party publishers and developers are moving away from using Xbox 360 as their primary development platform. They understand that developing on PlayStation 3 first makes more sense and, in fact, will make the Xbox 360 version look better." Nostromo (Ninja Theory) developer at NeoGAF: "Using PS3 as a 'lead platform' is the right thing to do if you are going to make a game that has to run on 360 and PS3. The reason is very simple: on PS3 designing your data structure in the proper way is paramount to achieve decent performance (and to scale up..), while your PS3 friendly data will be also 360 friendly data in the vast majority of cases. Another multi-platform games developer posting at Beyond3D (admitted their initial games were just "quick & dirty ports from 360, still doing a game on 360 first but should change in the future): Note SPU friendly code is cache friendly on the PC/360. Some quotes from a dev working on Tomb Raider Underworld (from E-mpire forums): Do you understand now? |
“Third parties have started to move from the de facto 360 SDK. Of course people designed their next-gen games on it because that was the only one there. The PS3 shipped and so they said, ‘let’s port our 360 games to the PS3.' But now companies are recognizing that ‘hey, if I start on the PS3 and then port down to the 360, my 360 game is going to look better than if I had just designed it for the 360.' So the pendulum is swinging. The heads of development thinking ‘what’s going to show off my next-gen game that much better?’ It is to lead with the PS3 and then to port to the 360.”
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