2 ms·
This was back in the X360/PS3 era and mostly FPS/Third-person(think unreal engine 3 and the like). What's really ironic is the PS3 actually had the right archi
by vvanders 8y ago
This was back in the X360/PS3 era and mostly FPS/Third-person(think unreal engine 3 and the like).
What's really ironic is the PS3 actually had the right architecture for this, the SPUs only had 256kb of directly addressable memory so you had to DMA everything in/out which forced you to think about memory locality, vectorization, cache contention, etc. However X360 hit first so everyone just wrote for its giant unified memory architecture and then got brutalized when they tried to port to PS3.
What's even funnier in hindsight is all that work you'd do to get the SPUs to hum along smoothly translated to better cache usage on the X360. Engines that went <prev gen> -> PS3 -> X360 ran somewhere between 2-5x faster than the same engine that went <prev gen> -> X360 -> PS3. We won't even talk about how bad the PC -> PS3 ports went :).