Ps3 processor Spe usage in Killzone 2, gt5, ff13, lair and heavenly sword

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haseeb_1989

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#1 haseeb_1989
Member since 2005 • 1322 Posts

http://www.neogaf.com/forum/showpost.php?p=7598043&postcount=1

Read this post it talks about ps3s spe usage(how much is used what it is used for). It clearly points out the power of the ps3 and the potential it has. It has games like lair, uncharted, heavenly sword, kz2, ff13, gt5, motor storm, resistance etc.

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haseeb_1989

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#2 haseeb_1989
Member since 2005 • 1322 Posts

7) Lair

"We have all of our animations running on the S.P.U.s of the Cell's chip because you couldn't draw armies or basically animate armies of that amount and size without it. And our physics are completely on there. We are also doing fluid dynamics for the first time in a game, as far as I know. Water is not basically a sheet of a base surface, but completely animated and sub-divided, and you actually can direct with it thanks to the Cell. We actually do part of our rendering on the Cell. Simply because it's so powerful, we spent months and months moving more and more systems onto the S.P.U.'s."

"Not a specific S.P.U. Our S.P.U. code works dynamically, so we are not locking up one S.P.U. and saying "OK, you are the A.I. S.P.U., but we instead say, "OK, here are these 15 things including A.I." We run them on the S.P.U., and the code automatically distributes them. And sometimes, yes, A.I. certainly can take up a full S.P.U."
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haseeb_1989

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#3 haseeb_1989
Member since 2005 • 1322 Posts
8) Killzone 2

"In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output."

Source: Killzoneunit
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haseeb_1989

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#4 haseeb_1989
Member since 2005 • 1322 Posts
Sorry this thread has been done already.
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G-Legend

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#5 G-Legend
Member since 2005 • 7387 Posts
Sounds good I like what Ninja Theory did as well as Sucker Punch with Infamous and of course Killzone is amazing.
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Macolele

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#6 Macolele
Member since 2006 • 534 Posts

The potential still has even it use up 100% SPE. They can optimize code, that's not needed for now.

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black_awpN1

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#7 black_awpN1
Member since 2004 • 7863 Posts
The PS3 is going to be awesome. Unfortunately, its going to take time. Lemmings continue to claim "Teh Ownage!" on us PS3 owners, and unfortunately untilthese AAA Top tier gamescomes out, were just going to have to put up with it.