Hasty Briefsbeta

The PS3 Licked the Many Cookie

7 days ago
  • #GameDevelopment
  • #PS3
  • #Many-Core
  • The PS3 failed developers due to its excessively heterogeneous architecture, which resisted composability.
  • Many-Core architecture trades off explicit programmer control for wide parallelism.
  • PS3's Cell processor had SPEs with 25 GFlops each, but even combined, they couldn't match the underpowered PS3 GPU (192 GFlops).
  • Xbox360's GPU had shared computational resources (240 GFlops), allowing better load balancing than PS3's separate vertex and pixel shading units.
  • Developers used SPEs for tasks like skinning and shader patching due to GPU limitations, requiring complex synchronization.
  • PS3's memory architecture was inflexible, with 256MB dedicated to graphics and limited CPU access.
  • SPEs had only 256KB local memory (effectively 128KB), making them restrictive compared to modern GPU compute.
  • Generic C++ code couldn't run on SPEs without significant modification, forcing handcrafted SPE-friendly code.
  • Naughty Dog showcased PS3's potential by tailoring their engine to its architecture.
  • Original PS3 design (4 Cell processors) could have been a more homogeneous Many-Core beast (~1 TFlop).
  • PS3's half-baked Many-Core implementation may have permanently damaged the concept's viability.