PS3’s Hardwired Programming Bottleneck

At the end of the day it’s just a multi-processor architecture. If you can get something running on eight threads of a PC CPU, you can get it running on eight processors on a PS3 – it’s not massively different. There is a small ‘gotcha’ in there though. The main processor can access all the machine’s video memory, but each of the seven SPE chips has access only to its own 256k of onboard memory – so if you have, say, a big mesh to process, it’ll be necessary to stream it through a small amount of memory – you’d have to DMA it up to your cell chip and then process a little chunk, then DMA the next chunk, so you won’t be able to jump around the memory as easily, which I guess you will be able to do on the Xbox 360.

Volatile‘s lead PS3 Programmer, Lyndon Homewood, from the Guardian UK’s article “Possession and the art of PS3 programming.” (emphasis added)


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2 Comments

Filed under Gaming, Tech, Xbox 360

2 responses to “PS3’s Hardwired Programming Bottleneck

  1. Extinction

    this is not news, nor is it much of a bottleneck.

    This is a readily available spec of the cell processor, and developers ar obviously past this

  2. There’s one thing that judges tell wanna-be “good” lawyers to stay away from. That’s using the word “obviously,” and especially in cases when you can’t support it.

    Check out that recent news about EA sports games all running smoother on the 360 than on the PS3–60 fps on the 360, vs. 30 fps on the PS3.

    Gotcha.

    Lime

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