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ARS Technica 360 Article - Part 2 now up

3rdman

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http://arstechnica.com/articles/paedia/cpu/xbox360-2.ars/1

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Like the Playstation 3's Cell processor, the Xbox 360's Xenon processor represents a fundamentally different approach to performance than that which characterized the previous generation of consoles—and the previous generation of PCs for that matter. The Xbox 360 will rely on multithreading and procedural synthesis to make visual environments that are more immersive than anything that's possible on the present generation of either game consoles or PCs. Still, with all that pixel-pushing power at its disposal, there are a few probable flies in the Xbox 360 ointment.

Rumors and some game developer comments (on the record and off the record) have Xenon's performance on branch-intensive game control, AI, and physics code as ranging from mediocre to downright bad. Xenon will be a streaming media monster, but the parts of the game engine that have to do with making the game fun to play (and not just pretty to look at) are probably going to suffer. Even if the PPE's branch prediction is significantly better than I think it is, the relatively meager 1MB L2 cache that the game control, AI, and physics code will have to share with procedural synthesis and other graphics code will ensure that programmers have a hard time getting good performance out of non-graphics parts of the game.

Furthermore, the Xenon may be capable of running six threads at once, but the three types of branch-intensive code listed above are simply not amenable to thread-level parallelization. Sure, you can have one single thread for each of the three tasks, but you can't generally split those tasks up further into even more threads.

On the other hand, these types of code do benefit greatly from out-of-order execution, which Xenon lacks completely, a decent amount of execution core width, which Xenon also lacks; branch prediction hardware, which Xenon is probably short on; and large caches, which Xenon is definitely short on. The end result is a recipe for a console that provides developers with a wealth of graphics resources but that asks them to do more with less on the non-graphical side of gaming.

Still, there is some hope on that front. In the PC market where there are multiple processors to support, developers can't fine-tune games for a specific CPU. This heterogeneity of hardware especially hurts with platform-sensitive optimizations like branch hints, which is one reason they don't get used much. In contrast, with the Xenon, the hardware will be fixed, which means that programmers can go all-out in profiling and optimizing branchy game control, AI, and physics code using every trick in the book. Furthermore, console coders can also take heavy advantage of prefetching to overcome the Xenon's cache size limitations. So it's quite possible that as time goes on developers will find ways to get much better branch-intensive code performance out of the hardware. Just don't count on it in the first generation of games, though.

At any rate, Playstation 3 fanboys shouldn't get all flush over the idea that the Xenon will struggle on non-graphics code. However bad off Xenon will be in that department, the PS3's Cell will probably be worse. The Cell has only one PPE to the Xenon's three, which means that developers will have to cram all their game control, AI, and physics code into at most two threads that are sharing a very narrow execution core with no instruction window. (Don't bother suggesting that the PS3 can use its SPEs for branch-intensive code, because the SPEs lack branch prediction entirely.) Furthermore, the PS3's L2 is only 512K, which is half the size of the Xenon's L2. So the PS3 doesn't get much help with branches in the cache department. In short, the PS3 may fare a bit worse than the Xenon on non-graphics code, but on the upside it will probably fare a bit better on graphics code because of the seven SPEs.

In sum, the Xenon will certainly make the Xbox 360 a 3D graphics powerhouse. Though history suggests that the Xbox 360's games will probably never attain the level of graphical realism promised by Microsoft's pre-launch hype and portrayed in the pre-rendered "game demos" that were shown off at E3 (e.g. the infamous Killzone "demo"), gamers can nonetheless expect a significant advance in levels of graphical realism and visual immersiveness.
 
Great, so the games will look good, but developers will really have to try hard to get them to play well?

Btw, its certainly interesting that Microsoft made the killzone demo :lol

Also, you gotta love comparing tech sheets :lol
 
gamers can nonetheless expect a significant advance in levels of graphical realism and visual immersiveness.

This is the only part any of us should care about with hardware that's on this level.
 
OG_Original Gamer said:
I thought the SPE's were capable of handling physics, A.I, and game control is something I had not thought about.

Actually, who knows it might be,
this is like me writing an article on the upcomming Carbon Nanotube displays.
 
In sum, the Xenon will certainly make the Xbox 360 a 3D graphics powerhouse. Though history suggests that the Xbox 360's games will probably never attain the level of graphical realism promised by Microsoft's pre-launch hype and portrayed in the pre-rendered "game demos" that were shown off at E3 (e.g. the infamous Killzone "demo"), gamers can nonetheless expect a significant advance in levels of graphical realism and visual immersiveness.

Umm...what? Isn't this supposed to be about X360?
 
morbidaza said:
Umm...what? Isn't this supposed to be about X360?

and? He is talking about the 360. He says the 360 won't reach the level of the killzone demo. He doesn't say Microsoft made the killzone demo or showed it.

Is he right? Who knows
 
At any rate, Playstation 3 fanboys shouldn't get all flush over the idea that the Xenon will struggle on non-graphics code. However bad off Xenon will be in that department, the PS3's Cell will probably be worse. The Cell has only one PPE to the Xenon's three, which means that developers will have to cram all their game control, AI, and physics code into at most two threads that are sharing a very narrow execution core with no instruction window. (Don't bother suggesting that the PS3 can use its SPEs for branch-intensive code, because the SPEs lack branch prediction entirely.) Furthermore, the PS3's L2 is only 512K, which is half the size of the Xenon's L2. So the PS3 doesn't get much help with branches in the cache department. In short, the PS3 may fare a bit worse than the Xenon on non-graphics code, but on the upside it will probably fare a bit better on graphics code because of the seven SPEs.

Major Nelson vindicated? ;-)
 
OG_Original Gamer said:
I thought the SPE's were capable of handling physics, A.I, and game control is something I had not thought about.

of course they will be, he's just pointing out they'll be very bad at it:

The Cell has only one PPE to the Xenon's three, which means that developers will have to cram all their game control, AI, and physics code into at most two threads that are sharing a very narrow execution core with no instruction window. (Don't bother suggesting that the PS3 can use its SPEs for branch-intensive code, because the SPEs lack branch prediction entirely.)
 
As long as 360 has mode 7 scaling, blast processing, parallax scrolling and utilizes the fx chip.... its all gonna be good.
 
The more information that comes out about the X360 the more it becomes obvious that the console will be able to stand side by side with the PS3 without any real concern about being over shadowed both graphicaly and in heavy CPU related calculations.

MS have set themselves up very nicely nextgen interms of power, online, hardware design (controller mainly), 20 gig hdd standard, lower price point and first to market.

What ever money Sony's got left in it's coffers best go to the marketing department. :D
 
I think the thing people always forget is something I call "console development equilibrium"

No matter how good these systems are the designers always cut corners to save money from one thing on the machine and put it towards something else. In the end we always get a console that is in some way lacking.....


I'm sure they'll be able to work around this issue. But, I knew there was going to be some shortcoming to these new systems.
 
Pseudo judo said:
The more information that comes out about the X360 the more it becomes obvious that the console will be able to stand side by side with the PS3 without any real concern about being over shadowed both graphicaly and in heavy CPU related calculations.

MS have set themselves up very nicely nextgen interms of power, online, hardware design (controller mainly), 20 gig hdd standard, lower price point and first to market.

What ever money Sony's got left in it's coffers best go to the marketing department. :D

Well yea, they are coming out less than 6 months apart... Sony isn't magic!
 
Pseudo judo said:
The more information that comes out about the X360 the more it becomes obvious that the console will be able to stand side by side with the PS3 without any real concern about being over shadowed both graphicaly and in heavy CPU related calculations.

MS have set themselves up very nicely nextgen interms of power, online, hardware design (controller mainly), 20 gig hdd standard, lower price point and first to market.

What ever money Sony's got left in it's coffers best go to the marketing department. :D

*gasp*

The two systems are competitive, but different? Run, man. They crucify people for saying things like that around here.
 
GhaleonEB said:
*gasp*

The two systems are competitive, but different? Run, man. They crucify people for saying things like that around here.

With all the hype that Cell and RSX are getting on this baord you'd think they're from two differnet gens. Not bloody likely, MS has created an awesome system with X360, it isn't going to be like DC->PS2 or PS2->Xbox.
 
Not having a clear winner in hardware performance is not a good thing. Think how drawn out and vicious the ps2 vs. xbox debates were this gen, despite the fact that xbox is clearly superior. In the past year or two they've quieted down considerably, but I wouldn't expect that to happen next gen..
 
Pedigree Chum said:
With all the hype that Cell and RSX are getting on this baord you'd think they're from two differnet gens. Not bloody likely, MS has created an awesome system with X360, it isn't going to be like DC->PS2.
But can it decompress 40 concurrent video streams?? Not bloody likely!

I rest my case.
 
Well it's just a case of reality is all. There were so many hardcore Sony fans who fell for the hype that PS3 and CELL was some god machine. Going from the greatest thing since sliced bread, to comparable to a product out 6 months earlier, is a little shocking to say the least.

I knew it all along, you just have to be a realist. Don't fall for PR.
 
sangreal said:
and? He is talking about the 360. He says the 360 won't reach the level of the killzone demo. He doesn't say Microsoft made the killzone demo or showed it.

Is he right? Who knows

I suppose. I interpreted to mean that the Killzone demo was part of the MS pre-launch hype. Poor wording, I suppose.
 
Interesting article. It seems both are going to be a pain to program game code for.

You were supposed to put a title like : CELL game code performance worse than X360. :P
 
thorns said:
Interesting article. It seems both are going to be a pain to program game code for.

You were supposed to put a title like : CELL game code performance worse than X360. :P


Also I thought that each core only had 1 VMX unit...the article specifically states two per core. So its got 6?
 
Ok question to techies:

So basically it's saying that with non-graphics code (AI, physics, etc) 360 will have the edge over PS3. But with graphics code PS3 will have the edge.

My question is this:
What if a 3rd party makes a game for 360 with insane AI, physics, etc that will have to take a (small) hit on PS3. How would this work? Lower frames per second? Lower the graphics quality?
 
I'm a techie, but wow, I'm impressed to say the least. Microsoft has done a good thing with this X360
 
Razoric said:
Ok question to techies:

So basically it's saying that with non-graphics code (AI, physics, etc) 360 will have the edge over PS3. But with graphics code PS3 will have the edge.

My question is this:
What if a 3rd party makes a game for 360 with insane AI, physics, etc that will have to take a (small) hit on PS3. How would this work? Lower frames per second? Lower the graphics quality?

Anyone got that Team Ninja guy's quote about how the 360 was designed to handle games with complex AI? That comment seems to be making more and more sense.
 
Razoric said:
Ok question to techies:

So basically it's saying that with non-graphics code (AI, physics, etc) 360 will have the edge over PS3. But with graphics code PS3 will have the edge.

My question is this:
What if a 3rd party makes a game for 360 with insane AI, physics, etc that will have to take a (small) hit on PS3. How would this work? Lower frames per second? Lower the graphics quality?

My guess is Graphics per say wouldn't take a hit, but physics (explosions etc would be dumbed down a bit) and AI would. More dudes walking into walls..... :lol :lol
 
Tenacious-V said:
My guess is Graphics per say wouldn't take a hit, but physics (explosions etc would be dumbed down a bit) and AI would. More dudes walking into walls..... :lol :lol

...like that Killzone trailer. The game will have amazing visuals, but not only do guys walk into walls, but there's no collision detection when they do.

[/sarcasm - sort of ;) ]
 
Tenacious-V said:
My guess is Graphics per say wouldn't take a hit, but physics (explosions etc would be dumbed down a bit) and AI would. More dudes walking into walls..... :lol :lol

Is this a joke? Seriously, you singled out Physics which is a task that's inheriently concurrent and inheriently suited towards an architecture like CELL. The whole premise of the Physics Processing Unit/PPU is to have a dedicated massively SIMD co-processor (read: CELL-esque) dedicated towards parallel constraint solving and integration; and the PPU is likely NOT going to be comparable to CELL in terms of preformance.

AI is the same thing, it's yet another problem with many solutions in the academic community based around connectionist concepts that haven't been used by game developers to this point because not only have they not had the preformance to run them, but they've had no need to since they're running their games on single-cored, single threaded x86. What game has the most advanced AI? The Sims and it's small use of FuSM? I mean, give me a break.


Mark Rein said:
GS: How has it been programming for the Cell processor? Have you tapped into the extra processing cores yet?

MR: We haven't really delved into the Cell all that deeply yet. All we've done is mostly take advantage of just the normal PowerPC core and the RSX graphics, so we really look forward to getting home and tackling all kinds of cool stuff on the Cell. Ultimately, Cell is like a super-MMX processor, and as you know, Unreal was Intel's poster child for MMX many years ago. We're going to be able to do a lot of cool stuff on it. Especially great physics--the NovodeX guys are going to get their API put on it.

...GS: The PlayStation 3 and Xbox 360 will both have extremely powerful multicore processors capable of doing a lot of physics calculations. Is that going to make it difficult for developers to port console games over to the PC?

MR: The PlayStation 3 Cell architecture is very similar to the hardware design of the Ageia chip, so the PC will be able to get superaccelerated also. The Ageia NovodeX API, when they bring it over to the PlayStation 3, will be very fast, very powerful--similar to the Ageia [chip]. But the cool thing about that is if someone's lead moneymaking platform is the PlayStation 3, they're going physics up the wazoo because they have so much power. That makes it a very economical choice for PC users to just pop a [physics] chip into the PC and then have the full physics effects that will be available on the PlayStation 3 or the Xbox 360.

aaaa0 said:
Major Nelson vindicated? ;-)

Now this is most definitly a joke.
 
aaaaa0 said:
Major Nelson vindicated? ;-)

Ars seems to be suggesting all game logic, physics and AI code would have to be squeezed onto a PPE - that's simply not the case. The SPEs should excel at physics, for one. You may need to do a little dance to get the SPEs to sing, but once they do..

The SPEs are for far more than just graphics/procedural content.

It's interesting to note the comments about "branch-intensive" code, though, no? So no OOOE, poor branch prediction (or constrained by cache) - and there've been similar rumblings for a while out of a couple of devs on B3D re. X360's performance with certain code - kinda deals a heavier blow to Mr. Nelson's assumptions than the corresponding comments on Cell help them.

It's also interesting to note that Ars's comments are confined to discussion of branch-intensive code. With the SPEs it's not even a consideration since as mentioned, there is no branch prediction logic. So devs are forced to use loop unrolling and so forth - something which the SPEs nicely accomodate with their healthy number of registers. You effectively have to "do a little dance" to get the SPEs to work at all with that kind of code, whereas on X360 you can not make much effort to accomodate the architecture and just get mediocre results.

I'd also take issue with the comments on cache amount in Cell - the PPE has 512Kb of cache, but it's not like that's necessarily shared with any of the SPEs. The SPEs don't have cache, but they have 256Kb of their own local memory. The PPE may well have the entire cache to itself if you want. There's over 2MB of on-chip memory between cache and local sram in Cell versus 1MB on X360, so I don't think that'll be as much of an issue for Cell, again as long as you work with it instead of throwing your code at it and just hoping it'll "go".
 
Vince said:
Is this a joke? Seriously, you singled out Physics which is a task that's inheriently concurrent and inheriently suited towards an architecture like CELL. The whole premise of the Physics Processing Unit/PPU is to have a dedicated massively SIMD co-processor (read: CELL-esque) dedicated towards parallel constraint solving and integration; and the PPU is likely NOT going to be comparable to CELL in terms of preformance.

AI is the same thing, it's yet another problem with many solutions in the academic community based around connectionist concepts that haven't been used by game developers to this point because not only have they not had the preformance to run them, but they've had no need to since they're running their games on single-cored, single threaded x86. What game has the most advanced AI? The Sims and it's small use of FuSM? I mean, give me a break.






Now this is most definitly a joke.

Jesus guy, calm down.. Don't take it like I was inherently bashing CELL or PS3. I know you worship it but geez, don't bite my head off. I was being light hearted. Notice the "my guess" and the lol heads at the end? Don't be so quick to attack and defend.
 
Tenacious-V said:
Jesus guy, calm down.. Don't take it like I was inherently bashing CELL or PS3. I know you worship it but geez, don't bite my head off. I was being light hearted. Notice the "my guess" and the lol heads at the end? Don't be so quick to attack and defend.

Consider the source. He was actually tamer than usual. It's like rubbig a cat the wrong way. (Search for posts by him and "360" for context.)
 
Doesn't it seem weird that these write-ups seem to be nothing more than easily digestible (for the layman...me) explanations and speculation on hardware he obviously doesn't have full access to? I mean, I appreciate the effort put into them, but it's a bit odd that he's doing this now instead of waiting for full disclosure of the actual hardware that will be in the system.
 
GhaleonEB said:
Consider the source. He was actually tamer than usual. It's like rubbig a cat the wrong way. (Search for posts by him and "360" for context.)

No kidding.....
 
MightyHedgehog said:
Doesn't it seem weird that these write-ups seem to be nothing more than easily digestible (for the layman...me) explanations and speculation on hardware he obviously doesn't have full access to? I mean, I appreciate the effort put into them, but it's a bit odd that he's doing this now instead of waiting for full disclosure of the actual hardware that will be in the system.

There's a lot more out there on the 360 than the PS3, so that's why they did it. The comments relating to the PS3 were limited, but focused on areas where the most information is available. If history is any judge, a full comparison will come out down the road with a more robust analysis.
 
I think the best analysis anyone can read that I've seen is available HERE and HERE .

Remember, gofreak and Panajev are students, and Vince writes medical software. From the way aaaa0 writes, it's pretty clear he's been developing games for a long time, and is probably a lead engineer.

edit: fixed the link
 
How depressing, it seems that intel chips ie. PCs will kill the 360 and ps3 when it comes to running most gameplay code, but gee this poor gameplay sure will look pretty. :) No thanks. It seems like its going to take a programmer alot of work to merely get to the level that we're currently at gaming wise.
 
bad article from Ars.

they basically take all their assumptions from PC-centric solutions, apply them to X360 and bam! - shit for games.

The simple fact is that both Sony and MS have gone for non OOoE chips, non DP peformance in favour of massive parallel streaming processors.

Now I'm no expert, but I'm guessing that was for a good reason, otherwise they'd have just stuck a couple of Athlon 64s in there.

The simple fact is that Ars' assertion that the XeCPU cores are no good for game code, physics or AI is bollocks. Yes, in theory game code ported straight from a PC might not be optimal, and there might be some workarounds needed for very general code. But General housekeeping code is a small part of a game. Much more important are AI, Physics, Vertex processing. All of these are perfectly suitable for parallelising and vectorising (i.e. squirt through a massive SIMD pipe). Thats what the SPEs are for, and thats what the XeCPU is concentrating on.

J Allard even said that they took some of the non game critical stuff out of the XeCPU, such as Double Precision, to concentrate on what matters for games.
 
rastex said:
I think the best analysis anyone can read that I've seen is available HERE and HERE .

Remember, gofreak and Panajev are students, and Vince writes medical software. From the way aaaa0 writes, it's pretty clear he's been developing games for a long time, and is probably a lead engineer.

That was interesting, but both links go to the same post. :)
 
rastex said:
I think the best analysis anyone can read that I've seen is available HERE and HERE .

Remember, gofreak and Panajev are students, and Vince writes medical software. From the way aaaa0 writes, it's pretty clear he's been developing games for a long time, and is probably a lead engineer.

Possibly. But also possibly a PC coder.

Its already been commented on that although you don't have branch prediction, you can lay down branch hints earlier in the instruction stream and prepare for them, especially where these branches are predictable.

And no matter how good any individual is at commenting on architecture, we don't have a full architecture flow for either 360 or PS3, and no block diagram for PS3 at all. Plus, these guys would not spend 100's of millions of dollars on a new console, with a completely different CPU layout to PCs, unless there was a clear benefit from a gaming point of view.
 
mrklaw said:
Possibly. But also possibly a PC coder.

Its already been commented on that although you don't have branch prediction, you can lay down branch hints earlier in the instruction stream and prepare for them, especially where these branches are predictable.

And no matter how good any individual is at commenting on architecture, we don't have a full architecture flow for either 360 or PS3, and no block diagram for PS3 at all. Plus, these guys would not spend 100's of millions of dollars on a new console, with a completely different CPU layout to PCs, unless there was a clear benefit from a gaming point of view.
I hope you're right. I've been waiting to find out the nasty weakness of these machines, you know the stuff that the big guys don't talk about in their pie in the sky press conferences. Last gen it was the ps2 and its AA problem and the xbox and its bandwidth issues. This gen it looks like non-graphical code will be a problem. I'm sure there will be work arounds but they hardly workout very well or without compromises.
 
mrklaw said:
Its already been commented on that although you don't have branch prediction, you can lay down branch hints earlier in the instruction stream and prepare for them, especially where these branches are predictable.
aaaaa0 addresses this:
On an SPE, you would have to make sure you schedule a DMA to upload the function you're about to call into SPE LS. Then you have to wait for that upload to finish. That will destroy performance. So you need to structure your code into overlays that you can swap in and out of SPE LS. Then you need to always make sure the functions you use together, get swapped in and out together, so you avoid doing as many DMAs as possible. If you want to get fancy, you need know in advance which functions you might want to call, so you can pre-queue a DMA so the function you want to call is in LS before you need it. Oh that means you need to reserve a chunk of LS for this, hm, that means you can fit less other stuff into LS, which means you might need to DMA more often for other stuff. Hmm.

So it turns into a big balancing act if you want to run the kind of code a normal CPU runs, and introduces a whole load of new stuff you have to worry about that you don't on a normal CPU.



So this is the way I understand it. Since people like to bring up physics a lot, here's a scenario that I think highlights what aaaaa0 is saying. If not, I hope he corrects me. So if you have a method that runs through all your colliding objects to resolve your collisions, so

Code:
for each collidedPair
     if(STICKY) processOptimizedStickyCollision()
     else if(PERFECT ELASTIC) processOptimizedElasticCollision()
     else processGeneralCollision()
end for

so let's look at X360 first. The first time the loop is run, none of the methods are in cache, and without loss of generality, say the first method is called. Depending on the sophistication of the caching mechanism, either the entire routine will be loaded into cache (GOOD) or line by line will be loaded into cache (bad on the first run). On the next iteration of the loop the same call could be made, in which case the method will already be in the cache so it'll run very quickly, or another method will run and be placed into cache. After a while all 3 methods will be placed into cache, so no matter what branch is taken all 3 methods will execute very quickly with absolutely no extra thought taken by the programmer. The other advantage is since the cache is shared, then you can have the loop running on one thread, and on the first iteration the method will be dispatched to a 2nd thread, then on the next iteration while the 1st method is still being calculated, if there's a free thread somewhere well you can now use it AND make use of cache coherency. Again, all without anything special required from the programmer.

Now for the Cell approach. I'll make a few assumptions: You can specify which SPE you wish to run code on, and you complete control over local memory for an SPE. On any iteration of the loop you don't know which method will be called. If you wait until the method is determined, and the method has not been loaded up on a specified SPE, then you have to load it up which will stall the SPE, let's say SPE01. So instead of stalling, you could preload your methods, but since you don't know which method will be called, you preload ALL of them. Now do you put all 3 methods on 1 SPE? 3 different SPEs? Have 2 on one, 2 on another? Any combination is possible, and the best, or at least a very good one has to be determined. The downside of preloading your method is that you're now taking away from the available Local Memory of the particular SPE, and THAT must be considered when you wish to preload other methods. So to get performance comparable to what will happen automatically on the XeCPU, the programmer has to take many more things into consideration. And the more things a programmer has to take into consideration the much higher chance of bugs being introduced. And if you've ever wrote a concurrent program before, then you'll know how annoying concurrency bugs are to track and fix. And this is one very limited and trivial example, but I think demonstrates the idea, hopefully...



And no matter how good any individual is at commenting on architecture, we don't have a full architecture flow for either 360 or PS3, and no block diagram for PS3 at all. Plus, these guys would not spend 100's of millions of dollars on a new console, with a completely different CPU layout to PCs, unless there was a clear benefit from a gaming point of view.

While true that we don't have all information, you can't automatically assume that the missing pieces of information will be the optimal solution for game development. Every console has issues and mistakes in their design that makes things more difficult for developing games and these next consoles will be no different.
 
rastex said:
So if you have a method that runs through all your colliding objects to resolve your collisions
Well one thing to note is that this kind of situations is what code overlays were made for - except that back in the day when those were popular they would have to schedule code uploads around ass-slow floppy disc reading rather then very fast DMA uploads.
But either way a concept that's been proven to work without having the programmer manually micromanage every function upload.
Moreover the fact that we're dealing with pretty fast DMA means implementing real caching schemes is also feasible.

Of course, in this particular example the overhead of function calling is negligible to the bulk of real processing that happens before and after this little switch statement, so it's kinda moot point how you'd handle it :P
 
understood, but consoles are a very closed system, and developers have complete control over what goes where.

With 7SPEs at your disposal, you'd configure them based on your game. So if its Physics heavy, you'd maybe dedicate one or even two SPEs to the tasks as necessary.


With 256K of local store per SPE, I'd think you'd be able to have several methods in one SPE.
 
rastex said:
I think the best analysis anyone can read that I've seen is available HERE and HERE .

Remember, gofreak and Panajev are students, and Vince writes medical software. From the way aaaa0 writes, it's pretty clear he's been developing games for a long time, and is probably a lead engineer.

I have not yet had a chance to respond to aaa0's post in that thread, but suffice to say I disagree with some of what he writes - he seems to be lifting wholesale from the points made in MS's spin without further comment (for example "SPEs can't touch main memory" and to access main memory you have to schedule a DMA - just saying that without qualification sounds ludicrous. Every CPU can only operate directly on the data in its registers, let alone local memory or cache - beyond that, the memory heirarchies are different, but the penalty to touch main memory on either is sufficiently severe on either chip. You just avoid that in different ways on both). I also don't think you know me or Pana or aaaa0 or Vince enough to try and prejudice the argument in this manner. I'm no longer a student, btw.

To me, it seems to be increasingly suggested that X360's CPU has tried to make many of the same tradeoffs as in Cell, but without nearly as much gain. It could be an uncomfortable middleground. If Cell, to use Ars's words, is just "a bit" less suitable for branch-heavy, load/store heavy processing or "general processing", that's a surprising turn of events and makes that tradeoff for vastly increased performance with other, very relevant workloads seem all the more worthwhile.
 
Razoric said:
gofreak and Vince are priceless... :lol

seriously if you guys aren't getting paid you should be.

I love this - either respond to my post and argue where you think I'm right or wrong, or shut up. Attacks on character are a last resort for the desperate. I've seen debates like this degenerate into useless tittle tattle on other boards because of posts like this.
 
pj325is said:
Not having a clear winner in hardware performance is not a good thing. Think how drawn out and vicious the ps2 vs. xbox debates were this gen, despite the fact that xbox is clearly superior. In the past year or two they've quieted down considerably, but I wouldn't expect that to happen next gen..

This is why Xbox Live is so important to Microsoft. Beyond exclusive titles, Xbox Live is the feature that really makes the Xbox 360 stand out. From everything I've heard or read so far, Sony has *NO* cohesive online plan -- they'll probably just let developers who have online games do whatever they want, which means that consistency is out the door.

So unless Sony has something Live-like up their sleeve, they only have two ways to "beat" Microsoft -- exclusive titles and the PlayStation brand. Wonder if it'll be enough?
 
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