bdbdbd said:
I'm under the impression that PS3 was supposed to have one Cell-processor and no GPU, because this way the system had been cheap to manufacture, as the way Cell functions, it can work as a GPU. This way the system had looked more like PS4, when you compare CPU to GPU performance. |
Already provided the evidence where Sony was actually developing a GPU in-house for the Playstation 3. That didn't pan-out of course, likely it came up short against the Xbox 360's Radeon-derived GPU so they opted for an nVidia solution instead.
And although the Xbox 360 had a shit CPU, Microsoft did choose a great GPU for their console in 2005 which gave the Xbox 360 the legs to compete with the Playstation 3 all generation long.
Conina said: - a Ryzen based CPU + a modern GPU is probably fast enough to emulate a PS3 (and PS Vita, PS2, PSP and PS1) |
Not probably. It is. Playstation 3 emulation works surprisingly well on a Ryzen system.
Sony has more intimate low-level knowledge of Cell, so they would be able to make it far more efficiently as well.
bdbdbd said:
3,2 gigahertz GPU would be a beast today, as the high end GPU's run somewhere around 1,5 GHz ATM. |
Clockspeed is a balancing act.
We *could* have GPU's operating at 3Ghz today, but that wouldn't be ideal... It does actually cost transistors to ensure a processing architecture can hit high clockrates... (Need to minimize leakage and such)
And you do reach a point where you are better off just using a lower clockrate and taking the GPU wider to provide a better performance/power ratio.
SegataSanshiro said: Speaking of cloth simulation. Can someone explain what Dreamcast was doing with Dead or Alive 2 with what at the time seemed like Cloth simulation and on Gamecube I remember a greater degree of it with Luigi's Mansion? Was that just warping? |
Pretty sure they were actually using proper, albeit rudimentary physics on the cloth and boobs in Dead or Alive 2 on the Dreamcast. - I could be wrong and it was a very long time ago... But the reason they would have been able to get away with it is because it was a fighting game which are relatively light on the CPU, there wasn't a ton of A.I or scripting going on.
Luigi's Mansion I never played, so I would only be guessing. But from what I can tell it was using cloth physics and mesh/texture warping as cloth seems to have weight when draped over tables and such.
But these implementations were far far far more primitive than what we have today in games, which is entirely expected, but they achieved the results they wanted for the time.
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