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I have a little experience with the Cell engine, and what allergic says is partially true. Straightforward CPU code is just about as easy as on any other modern processor, but unless you can rely on that sort of code, you have to work a lot harder and use the SPE's. The PS3 will probably have some absolutely jaw-dropping exclusive titles one day (GT5 is shaping up to be one of them), but porting a game from another platform can be tricky if the primary CPU code doesn't provide the performance needed.


 Do you think as each developer does a similar 'take more time to get it right' approach, that they will then come to understand the SPE's better and be more efficient at programming it? or is it a perpetually confusing thing to do?



 

PSN: TheGodofWine (Warhawk / R2 / MotorStorm PR)

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PSN: Skigazzi (for KZ2 and future games)