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/  Forum Index
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      /  PS3, Wii, XBox: The Neverending Story, Part 5
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PosterThread
MikeB 
Re: PS3, Wii, XBox: The Neverending Story, Part 5
Posted on 23-Sep-2009 13:52:32
#1 ]
Elite Member
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.

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      Re: PS3, Wii, XBox: The Neverending Story, Part 5Lou23-Sep-2009 17:35:23



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