Your support is needed and is appreciated as Amigaworld.net is primarily dependent upon the support of its users.
|
|
|
|
Poster | Thread | MikeB
| ![](https://amigaworld.net/images/icons/posticon.gif) |
Re: PS3, Wii, XBox: The Neverending Story, Part 5 Posted on 23-Sep-2009 13:52:32
| | [ #1 ] |
| |
![](https://amigaworld.net/images/avatar/users/271.jpg) |
Elite Member ![](https://amigaworld.net/images/ranks/5blocks.gif) |
Joined: 3-Mar-2003 Posts: 6487
From: Europe | | |
|
| @Lou
You always come out with heavy wording, nomatter right or wrong (usually wrong in such cases).
Quote:
Really, you don't know what you are talking about. There was no dual-Cell idea |
Here a summary of an old Japanese interview why the dual Cell approach was dropped:
"- A 2-Cell PS3 was considered - one acting as a GPU, one as a CPU. But Cell's nature as a CPU eats away at its efficiency for graphics relative to a dedicated GPU. So they've married Cell with a specialised GPU.
- Cell, however, can be used for graphics tasks. Cell and RSX have direct access to the results of each other's operations. Kutaragi specifically mentions displacement mapping as a sample workload the SPEs could take on. I think he mentions something about harmonising floating point rounding errors between the CPU and GPU to further ease data exchange between the two. Seems like they focussed quite a lot on harmonising communication between the GPU and CPU, and binding them quite tightly together."
http://www.neogaf.com/forum/showthread.php?t=51518
I believe it was 2003 when Ken talked about the dual Cell idea for the PS3, however soon afterwards in early 2004 Sony partnered with nvidia to design a GPU to go hand in hand with the Cell processor.
Please be more humble when talking about things you seemingly don't know about.Last edited by MikeB on 23-Sep-2009 at 01:53 PM.
|
| Status: Offline |
| |
|
|
|
[ home ][ about us ][ privacy ]
[ forums ][ classifieds ]
[ links ][ news archive ]
[ link to us ][ user account ]
|