Re:Turning the CPU-GPU Hybrid System on Its Head
by vvanders on Saturday November 17, 2018 @10:20PM
(#18478709)
The real problem with Cell is it came after X360. Everyone had written and/or ported their engines for heterogeneous computing architectures with no addressing limits(PS3 Cell had max 256kb per SPU).
If you but your engine for PS3 first and ported to X360 it generally ran faster due to better cache coeherancy. Sadly, few did that.
If you but your engine for PS3 first and ported to X360 it generally ran faster due to better cache coeherancy. Sadly, few did that.
Source: shipped a few titles from that era.