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Forums - Sony Discussion - killzone 2 uses only 60% of ps3 SPUs

El Duderino said:

I only need 60% of my bullshit detector to know how stupid these kind of numbers are...

 

Impressive 1 liners...ever considered a career in the SDF ? we have good dental cover.




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Million said:
El Duderino said:

I only need 60% of my bullshit detector to know how stupid these kind of numbers are...

 

Impressive 1 liners...ever considered a career in the SDF ? we have good dental cover.

 

This gen sony is shooting their own foot enough without any help... I just help out when I´m bored... KZ2 does indeed look very impressive... but my eyes tell me that... not my math or hardware knowledge... masturbating to numbers just puzzles me...



 

 

 

If they said they only used 60% why? Why wouldn't they use 100%? That's foolishness.



y0ungK!d said:
If they said they only used 60% why? Why wouldn't they use 100%? That's foolishness.

Why doesn't pacman use 100% CPU time on your quad core PC?

The PS3 includes many new state of the art tech, especially the Cell provides and needs radically different and more modern approaches. Writing game engines take time to develop. It's a bit like asking why wasn't Rome as big as it is today when people just started building the city. Understand?

 



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

SPUs are like hidden achievements... the reson only 60% are used is only that many have been found... its like a tresure hunt inside the PS3 hardware... the dev team to find most PSUs can make the best game... its a fun concept...



 

 

 

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dbot said:
MisterBlonde said:
Statements like X game uses Y % of CPU power mean absolutely nothing.

One could write an infinite loop, catch any integer overflow exceptions and reset the counter back to zero and that would use 100% of the PPU or SPU continously. The same code could be forked across all SPU's and now the Cell would be completely maxed. Using all CPU cycles does not equal good or efficient programming. Optimization is about using less cycles not more. The PS3 is not impervious to inefficient programming. I am not saying that GG are inefficient programmers, what I am saying is that their claim does not give any indication of how much untapped potential is still left in the PS3. Unless Killzone 2 is 100% optimized in every aspect of development wrt to the ps3 architecture, it is entirely possible that even more than 40% of the PS3 has been untapped.

Let's pretend I have a ferrari that goes 200MPH. Unfortunately 99% of the time I can't drive at full speed utilizing the full power of my Ferrari's engine. Why? Because variable levels of traffic, stop lights, toll booths, and cops limit how fast I can go. Just like the Ferrari engine the Cell will most of the time not be fully utilized. Most of the time system bottlenecks are not CPU bound. Slower drive speeds, slower or limited availbility of RAM, and shared data that other threads are operating on result in wait states for idling threads.

Just my 2 cents

I think the thread came to this conclusion on page 2.

 

A better example of inefficient programming would be, running 12 vgchartz.com tabs in internet explorer 7.  This seems to consume 50% of cpu that for some reason brings Windows xp to a crawl.

 

I don't have that kind of problem with Firefox 3. I have 76 tabs open right now and some of them are VGC tabs. At 76 tabs, Firefox takes 212 Megabytes on my computer. Well, CPU is high, but right now I'm on Vista and CPU always runs high for me on Vista, but most things I do goes smooth.

 

Killzone 2 looks like a promising game. I like developers that shows what consoles are capable of!

 



MikeB said:
y0ungK!d said:
If they said they only used 60% why? Why wouldn't they use 100%? That's foolishness.

Why doesn't pacman use 100% CPU time on your quad core PC?

The PS3 includes many new state of the art tech, especially the Cell provides and needs radically different and more modern approaches. Writing game engines take time to develop. It's a bit like asking why wasn't Rome as big as it is today when people just started building the city. Understand?

 

There's that and the (IMO) bigger issue which is probably non-CPU bottlenecks that they may have hit.

For example, if there were no other bottlenecks, it should have been fairly easy to implement split-screen, right? 60% means little more than half of the CPU cycles are being used, while split-screen shouldn't nearly double the load on the CPU.

Yet, split-screen wasn't implemented, which leads me to believe the game is not limited by the CPU but by something else (memory? GPU? who knows...).

 



My Mario Kart Wii friend code: 2707-1866-0957

NJ5 said:
MikeB said:
y0ungK!d said:
If they said they only used 60% why? Why wouldn't they use 100%? That's foolishness.

Why doesn't pacman use 100% CPU time on your quad core PC?

The PS3 includes many new state of the art tech, especially the Cell provides and needs radically different and more modern approaches. Writing game engines take time to develop. It's a bit like asking why wasn't Rome as big as it is today when people just started building the city. Understand?

 

There's that and the (IMO) bigger issue which is probably non-CPU bottlenecks that they may have hit.

For example, if there were no other bottlenecks, it should have been fairly easy to implement split-screen, right? 60% means little more than half of the CPU cycles are being used, while split-screen shouldn't nearly double the load on the CPU.

Yet, split-screen wasn't implemented, which leads me to believe the game is not limited by the CPU but by something else (memory? GPU? who knows...).

 

Load balancing is probably the reason. They probably don't have a method of assigning work to different SPUs as they become overloaded, I suspect that work must be assigned by the developers to a specific SPU from what I have gathered from developers working on the PS3.

Because it mixes everything up, it makes predicting the workload difficult if you've got two different people looking and fighting in two different directions.

 

 



Tease.

@Squilliam: So in other words, you're saying that the SPU performance was the bottleneck. That could well be the case too. That's another problem with making game engines, you have a limited time to calculate a frame or slowdowns will ensue.



My Mario Kart Wii friend code: 2707-1866-0957

@ NJ5 and Squilliam

I really don't understand why you continue to ignore the actual devs, this is more than clear enough:

PSU: "It's incredible to see huge levels and see the deferred rendering and note that on all the SPU’s, even on the heaviest load were coming up to about 60%," Haynes said. "They weren't coming close to maxing out. .They had about 40% of space before they started tripping or saw slow down on some of the processes."

Why oh why ignore them.....



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