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
Title: Resistance 1 used just 10-20pct of SPUs
Post by: Foe-hammer on January 30, 2008, 12:24:00 AM
Another meaningless performance percentage.
Title: Resistance 1 used just 10-20pct of SPUs
Post by: Chancer 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.
Title: Resistance 1 used just 10-20pct of SPUs
Post by: m_hael 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.