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by h0l0cube
2023 days ago
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The code complexity to pipeline everything to be DSP-like to avoid memory latencies is very different. And you can be sure that most developers (particularly non-console developers) aren't thinking about it. Was super impressed with how Naughty Dog was able to use 70% of the SPUs on Uncharted 2 though - which was either at launch or close to launch. |
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Back in that era X360 had the edge by coming out slightly ahead schedule wise so most engines targeted that first and then had a brutal slog to cram things down to the SPUs on the subsequent PS3 port.
If you went the other way though your nicely linearized SPU friendly data code fit in-cache on the X360/PC and usually ran remarkably better.