圣者
精华
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战斗力 鹅
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回帖 0
注册时间 2018-1-22
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山内一典: The Cell architecture was great in theory, but actually making use of it and drawing out its peak performance involved a lot of complex work. It was high-performance, but sensitive. So when I look back on the days working on Gran Turismo on the PS3, I do remember it was difficult. VAN DER LEEUW: Even desktop chips nowadays, the fastest Intel stuff you can buy is not by far as powerful as the Cell CPU, but it’s very difficult to get power out of the Cell. I think it was ahead of its age, because it was a little bit more like how GPUs work nowadays, but it was maybe not balanced nicely and it was too hard to use. It overshot a little bit in power and undershot in usability, but it was definitely visionary. 吉田修平: PS3 had a very peculiar hardware architecture. The video game engineer had to spend months to get a single piece of image to be displayed on TV. Even though the Cell processor was a monster chip with an amazing performance, we learned that the peak performance is not as important as the ease of development for most of the developers. VAN DER LEEUW: I would personally say the PlayStation 2 was way harder. But the PlayStation 3 had such a bucketload of power. Making use of it and really getting performance out of the PS3 was hard, because you had all the SPUs and the power was not easy to unlock. You had to write a lot of special-case code. Once we were done and we got all the physics stuff and the ragdolls and there was so much stuff we did, it was good, but everything took a long time. And you need quite a skilled team to do it.
原文:https://www.gameinformer.com/fea ... /the-first-25-years |
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