The long term implications and potential of the Cell's calculating power and PS3's general architecture are enormous with regard to gaming and multimedia.
It's not quite the step up compared to moving from a single tasking, 2 color, soundless, CLI driven MSDOS PC environment towards the pre-emptive multitasking, 4096 color, stereo sound, GUI driven environment like the Amiga introduced in the 80s, but a lot more things can be done simultaneously at much better quality when lots of code is moved to the SPEs. Developers already have a good understanding what needs to do done with regard to adjusting their legacy game engines accordingly, it's just a matter of time and effort.
Insomniac:
"SPU code and data optimization is fairly well understood at this point.
While not everything has been optimized, we do know what needs to be done"
http://www.insomniacgames.com/tech/articles/0907/files/spu_shaders_introduction.pdf
Example processes currently running on the Cell's SPEs (Killzone 2):![]()
link
Regarding the potential:
Naughty Dog:
"We are utilizing all SPUs in Uncharted for AI, animation and lots of other systems. We are however just starting to tap into the power of the Cell. In future games I can promise even more utilization of the Cell which will result in more of everything, including game play.""
Insomniac:
"What's most exciting is the way things are headed right now I think we'll see just as big a leap from our second generation engine to our third as we did from the first to second."
Sucker Punch Productions (Infamous):
"For us, the most exciting part of the PS3 has been the cell processor, the SPUs specifically. In our highest density scenes right now, we are currently using about 30 percent of the SPUs' capabilities--with the SPUs doing lots of heavy lifting for us on rendering, visibility, particle systems, skinning, animation blending, and so on...this with scores of pedestrians, cars, fires, etc., all going on. And the best part? We've not made any significant attempts to even optimize the SPU code. I think it's reasonable to guess we could put 10 times as much stuff on the SPUs and still make our frame budgets. It's really pretty amazing."
I never owned a PS2, but loving tech I just had to get my hands on a PS3 as soon as possible.









