HappySqurriel said:
Which is (essentially) the core of the problem, and the reason why we will never obtain good performance out of the Cell processor ... When you are programming something that can be broken up into tons of tiny (and independant) processes like a web application developing an asynchronous application is easy because the completion of one process is not dependant on the completion of another process. A videogame is an implicitly syncronized problem being that there is a clear process flow which has to be completed in order, and if you split up a process that makes up the larger process flow each of these sub-processes has to be broken up (roughly) equally in order to prevent waste. The Cell Processor is the round peg to the Game Engine's square hole.
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+100!!! Awesome post.
Latency is hugely important when rendering in real time. A game rendered at 30fps only has about 3 miliseconds to render each frame.
Tease.