| WereKitten said: @Selnor I think you should refrain from talking of technical issues you don't know much about. There's no such thing as "general purpose threads" or "single algorithm threads". |
Ok. Explanation time:
General Purpose computing: game code is a mixture of integer, floating-point, and vector math, with lots of branches and random memory accesses, code like this is best handled by a general purpose CPU with a cache, branch predictor, and vector unit.
Single Algorithm: DSP's ( Or SPE's as Sony calls them ) have no cache, no direct access to memory, no branch predictor, and a different instruction set from the PS3's main CPU. They are not designed for or efficient at general purpose computing because they rely on instructions.
Now dont tell me you read at face value what a developer states from their own creation. Promoting ones product springs to mind?
How about we look at the facts. Fact is we know that Bioshock, Mass Effect and Gears of War all run 100% full settings and above 40FPS on a single core ( with only 1 thread ) PC absolutely perfectly. No missing textures, no missing lighting effects etc etc. What are the benefits of running these games on a Quad core for instance. Frame Rate running 70-100FPS? Purely due to the fact that each core now has MUCH less to deal with. But loads of extra room to get do so much more.
It's a simple method of workload. Lets say UE3 is fully designed to take great advantage of running 4 threads. Any game designed specifically to stretch these 4 threads to the edge will ABSOLUTELY not run on a single core processor. IT's not possible. And if it is it would have to be at such a low setting that the game would look vastly different from what the engine is capable of.
I use Alan Wake as an example against current 360/PC games using UE3 because the developers have designed the engine in such a way it will physically not be able to run on my computer ( which casually runs UE3 games ) with ease.
If I gave you 20 books to carry on your own, you may be able to handle that. Lets say you can carry them at 10 miles an hour. We will call this respectable speed and more than enough to please us. But then I gave to you 3 friends. Now between you dividing out the books you can all carry them at 20 miles an hour, which we will call pathetically easy. Now there is 4 of you we could add more books to the equation, but that would then decrease your speed to get through the workload. However as long as we added books to the 4 of you and kept your speed around 10 miles an hour we are in a great position. Because we can quadruple your workload and get the same pace as what only one can do.
Books = Information. People = Threads. Speed = representative of how smooth the program will still operate ( like FPS ).
So even going by your theory that UE3 is designed with multithreading inline, that would mean the developers of Mass Effect, Gears Of War and Bioshock all either absolutely suck; or conciously decided not to take advantage of that. Maybe due to excesive development time? Who knows.
My point remains we haven't seen the 360 stretch it's graphical legs fully yet. Theres plenty more in the bag. Justhe same way people say about the PS3 needing different approach to utilise it's threads and optimized to specifically run the engine that way, the same is needed for devs to do on 360. It has 6 threads. All can access memory when the need to, all do not need an instruction from another CPU. Unlike the PS3 Threads. Until games fully optimize the engine for these 6 General purpose computing threads, then we will be stuck with Gears 2 quality on 360. But as I pointed out Alan Wake will show us where the 360 graphics are heading on what is capable. Using 3 threads on a quad core Intel back in 2007 I would estimate it would probably be maxing 4 or 5 of the 360 threads, but even then these developers may be able to get more from the same amount of threads due to better coding in their next game for instance.
Hopefully this post is understandable.









