slowmo said:
Final-Fan said: Ascended_Saiyan3: 'It IS real world, just look at these theoretical numbers!'
This deeply amused me. |
Honestly I was trying to help him but I can't stop him shooting himself in the foot.
It would be wise to look into the deficiencies of a asynchronous design in relation to games before you signify it an advantage AS3. Also bandwidth between cores is completely irrelevant if the amount of data each core can hold is tiny and the delay in getting more data makes the speed boost pointless. The Cell is an excellent processor for certain things its just not as flexible as most developers would have liked hence the struggles in programming for it.
Just to settle this discussion once and for all, do you think a PS3 could run Crysis at even 720p on high and still look as good or better than the PC?
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Inter-core, memory, and cache bandwidth is VERY relevant. And, Intel's Core i7 doesn't have it over the Cell. You are thinking in the terms of OLD programming knowledge. Small pieces of data being moved around and processed in parallel is the NEW way of coding for next-gen architectures.
Maybe this will help you "get it", if you understand this in the first place (pages 94 - 194). That's the Siggraph 2008 PDF for developers...by developers. Note how those next-gen techniques look like best practices for Cell programming (small chunks of data).
The Cell is not as general purpose to developers TODAY. When their code is changed to the best practices of NEXT-GEN coding (as many next-gen coding practices suggest), the Cell will be one of the MOST flexible general purpose processors on the market. The Cell is just ahead of it's time. And, whenever you have something ahead of it's time, you get people like yourself that have a hard time seeing what it is.