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I worked on the Sony cell tool support before it was released. Besides the great point scott_s mentions, the Cell never lived up to the hype. The (original) h
by FullyFunctional 11y ago
I worked on the Sony cell tool support before it was released. Besides the great point scott_s mentions, the Cell never lived up to the hype. The (original) hype that
got people excited was: dual-thread dual-issue 4.0 GHz PowerPC code + 8 SPUs. Reality was: a 3.2 GHz processor with performance crippling bugs (load-hit-store was one), 7 SPE but really only 5 (one was hardwired to the OS, another to sound processing). The SPE had even worse bugs that made branches absurdly expensive. If that wasn't enough, developers balked at the cache penalty of 64-bit code so Sony imposed a truly mindboggling terrible 32-bit mode that didn't use the physical 32-bit mode but instead effectively emulated it (effectively all arithmetics need to truncate to 32-bit). Finally, the whole inter-SPU communication primitives were way more expensive than they should have been.
There's more, but I have willfully flushed it from memory. Cell was a failed design that deserved to die. I will forever after be skeptical of "heterogeneous" designs like these.
- FullyFunctional 11y agoForgot a great bit: they originally thought the SPUs were good enough that they didn't need a GPU. That NVIDIA GPU was the only thing that saved the PS3.
- jevinskie 11y agoThe 32-bit switch for PS3 blew me away when I finally saw it. I never knew about it having started out on the 64-bit pointer GCC toolchain (it only uses syscalls, no SPX calls, no non-kernel ABI concerns) for "jailbroken" PS3s. Did games actually get shipped to consumers before they changed the ABI? I was only around PS3 development post 2012, so I'm not sure myself. The whole ordeal is insane.