Originally posted by TheBlackCat
View Post
Originally posted by TheBlackCat
View Post
It does require a fundamental shift from writing single-threaded games, which was the dominant paradigm at the PS3's launch. The Cell did make things a bit harder by virtue of not being shared-memory. But that's how it got such raw horsepower - by not wasting power and die space on caches that only would've served to let naive programmers write inefficient code. Instead, you're forced to make sure the SPEs have the data they need, so they don't stall out on cache misses. GPUs accomplish this by a different means, but you still have to DMA your data between the CPU and GPU (in general, though not necessarily in the case of unified memory machines like the PS4).
Comment