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Author Topic: Resistance 1 used just 10-20pct of SPUs  (Read 32 times)

PS3Scene

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Resistance 1 used just 10-20pct of SPUs
« on: January 28, 2008, 08:48:00 PM »

Resistance 1 used just 10-20pct of SPUs
Posted by XanTium | 28-1-2008 22:12 EST

 
From n4g.com:
Quote

his comes straight from Insomniac's brochure released on 1ts January,2008.

SPUs
All our systems started off as RAW mode. The only long term (not finished this frame) asynchronous processing is the collision on the raw SPUs. We use [Job Manager] but not all systems use it in the typical way of fire and forget. Most of our system require the SPU to be running a particular system at the same time as the PPU. To ensure the SPU is doing what we want at the correct time we send [Job Manager] the job and use our own thin synchronization and job buffering schemes using the locked-line for communication
10-20% total SPU utilization

Full Story: n4g.com | insomniacgames.com (pdf)



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Foe-hammer

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Resistance 1 used just 10-20pct of SPUs
« Reply #1 on: January 30, 2008, 12:24:00 AM »

Another meaningless performance percentage. sleeping.gif
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Chancer

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Resistance 1 used just 10-20pct of SPUs
« Reply #2 on: January 30, 2008, 01:55:00 PM »

QUOTE
Oh that might explain why it was such a crappy game then.

 According to you.
I played it and liked it. Still have  the odd hour or two on it. I am still no good at it but got the hang of the control  system pretty quickly which I usually fail to do.
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m_hael

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Resistance 1 used just 10-20pct of SPUs
« Reply #3 on: January 30, 2008, 06:14:00 PM »

the description he provides is what most companies do, its a system i never agreed with simply because it is wasteful and cannot be expanded to utilize 100% of the spus. A fire and forget job manager with systems designed around it is a much better method and is the only way to 100% utilize the spu's.

of course, this is only my opinion.
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