captain carot said:
Actually devs used 'all the CELL's power'. But in multiple ways it was way weaker than many people think. And where it actually was strong it still was hard to get the ideal workload.
The two biggest problems here are (in a simplified way): FLOPS don't matter, except you compare the same architecture. Like Pemalite showed with that Radeon 5K vs. Radeon 7K example or with current GeForce vs. Radeon GPU's and yes, even with different CPU's.
That cloth simularion example people show over and over again is one of the benchmalrs that scale extremely well with floating point performance and parallelization. It's just a benchmark though. And very specific one too. With the old Xbox One API you can see a massive hit in GPU based simulation. RAM bandwidth, cache and yes, those ACE's might be not totally unimportant here as well. The Asynchronous Compute Engines again are something that people heavily misunderstand though. Long story short, CELL is outdated. As is the concept of Sonys Emption Engine, which actually was a great concept at the time of development yet already outdated a year after release. |
The Emotion Engine had the same architecture as did PSX and N64. It was already outdated before PS2 was released, but Sony chose an architecture that the developers were already familiar with (technically so did everyone else; Dreamcast had the same architecture with Saturn, Gamecube shared an architecture with Power Macs and Xbox had a Celeron inside).
Yeah, the problem, as you point out, with the Cell is optimising the workload; if you don't do it, the processor isn't going to perform well.
Errorist76 said:
Ridiculously outdated but still beating Jaguar CPUs at floating point calculations. |
That's because the Jaguar can do so much more. If it was only about floating point units, everyone would be using nothing but GPU's, because this is what they're good at. And the way GPU's work, is roughly how the Cell works as well. And it's pretty much outdated, because it is not being further developed anymore.
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