Even though this podcast went for three hours, there are many things I wish I'd explained better. So I will attempt a better explanation of my kind-of-throwaway Amdahl's Law comment, as the situation is pretty interesting:https://twitter.com/oxidecomputer/status/1221804818030706688 …
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much worse than making A faster, in almost all cases, unless B is a tiny part of your program, which it never is, especially for games. Both consoles made anti-Amdahl tradeoffs; I think both would have been much better with just a single out-of-order CPU at the same price point.
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Ugh. The PPCs in 360 and PS3 were slow because they were astonishingly badly made, NOT because they were in-order. You certainly can make fast in-order cores. Not quite as fast as out-of-order cores, close. But the 360+PS3 really fucked up that conversation. Oh well.
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Agreed. IMO, HW bottlenecks in engine dev: 1) Memory stalls 2) # of cores 3) Clock speed 4) Lock/core-sync stalls 5) Out-of-order execution IMO, GPUs win. CPUs lose out because they have fewer cores due to massive caches (due to mem stalls) and large per-core size due to OOO.
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