To preempt the inevitable, I am ACTUALLY a professional software engineer and I have worked on several 3D game engines.
That out of the way...
MikeB:
Regardless of validity of any your points, your side of this "Argument" screams propaganda, as everything is "best case." The fact of the matter is that from a game engine standpoint, TONS of the functionality is interdependant. Unlike something like this topic talks about (Password cracking) different pieces of the game engine rely on other pieces.
The IK engine can't function until the physics calculations are pretty much done. Certain multi-pass rendering can't be done without data from previous passes. AI functionality is dependant on physics to some degree and collision detection routines (advanced ones any way) need to wait until at least the initial steps of animations are done.
Where are the real world numbers? How many asynchronous threads need to wait and do nothing for other data during a single render pass? The fact is games really do not NEED that many concurant threads, and a ton of the processing power of the cell is wasted on gaming applications.
For applications that can run compleatly asynchronously or highly multithreaded applications, yes, the cell can out perform pretty much any other comercially available product.
On another note, you are talking about developers spending millions on R&D for games that will probably have them ending up losing money, when they can produce a pretty much accepted standards for this gen for a fraction of the cost. Game companies aren't some purely artistic entity recieving grant money to develop their masterpieces. Most of them are just barely scraping by and your criticism for them not devoting untold time and money to something that will probably be a horrible business decision is rediculous.
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