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@ Fishie

Beyond3D staffer: "People don't seem to realize how much 256 KB is, in this age of 1/2 GB RAM - there's no context. 256 KB is as much as the original Amiga launched with; a computer that could do graphics, word-processing, music editing, ray-tracing etc. It's memory was limiting, mostly because you didn't have much room for data. There weren't any applications it couldn't do due to lack of room for code."

He's right, graphics and audio data was a concern as they are usually much larger than the executable code. The Cell's SPEs are however designed to stream process such data.

Everything had to fit in this memory of early model Amigas, the OS, the game engine, graphics, audio, etc. And loading things from double density 3.5 diskettes was slow (totally unlike the enormous bandwidth available within the Cell). But there are excellent examples that amazing things could be accomplished.

Just think about how many pages of optimised code you will have to write to fill 100 KB for just one SPE.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales