Amdahl's Law is about what happens when you make a program faster. Usually we talk about parallelism, but it's really about optimization generally. If there's some part A of your program that you can make faster, and another part B that you can't, then in the limit, even if
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Console vendors made conscious decisions to produce challenging hardware that would let high end developers get higher performance, even though it would be worse for the majority of potential developers. If you think that having the single most impressive title is critical, or \
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\ that only a handful of studios deliver the majority of the value, then it would be the correct decision. If a broad set of less technical developers support the ecosystem, it would be wrong.
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I still maintain it's revenge from the hardware dudes on us for the general shithouse state of software these days.
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Accurate.
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In-game development standpoint is B usually preparing/sending the necessary drawing data to the GPU or is updating the state of the entities?
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Games want to do a *lot* of things besides sending data to the GPU, although because dealing with GPUs is complicated, that takes a lot of effort too.
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FWIW, as someone who was shipping games on the big 3 consoles at the time (PS3, Xbox 360, Wii): our games were cross-platform. We had very different visuals (and also different sound) between the three, but all of them were running the same game code.
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So, the "engine" parts were different, main game loop stuff same. One thing that was very striking at the time was that wall-clock per-frame time spent in the game code was almost exactly the same between all three.
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I disagree because the Cell wasn't the bottleneck in the PS3, it was the dogs breakfast GPU "solution."
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How about Gustafson's law ?
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