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richgel999's profile
Rich Geldreich
Rich Geldreich
Rich Geldreich
@richgel999

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Rich Geldreich

@richgel999

Entrepreneur at http://Binomial.info , Khronos member working on Basis. Ex-Valve/MS,Age1DE,3/Halo Wars/Portal2/DotA2/CS:GO.

Portland, OR
sites.google.com/site/richgel99/
Joined March 2011

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    1. c0de517e/AngeloPesce‏ @kenpex Oct 19

      Apparently GabeN once declared the Ps3 cell to be a waste of everyone’s time. I didn’t hunt down the quote but I think it’s legit. Regardless in hindsight I love how that might be the best and most concise description of that arch. choice

      8 replies 1 retweet 24 likes
    2. bmcnett‏ @bmcnett Oct 20
      Replying to @kenpex

      one big win from SPU is that it forced game developers to come to terms with cache- and multicore-friendly programming styles fairly early, which made them better developers on all platforms, and softened the blow when conventional CPUs also went 8-wide.

      4 replies 1 retweet 30 likes
    3. c0de517e/AngeloPesce‏ @kenpex Oct 20
      Replying to @bmcnett

      The 360 was enough&better for that. 6 hw threads were already enough to make all that multithreading changes happen.

      1 reply 0 retweets 0 likes
    4. Sebastian Aaltonen‏ @SebAaltonen Oct 20
      Replying to @kenpex @bmcnett

      On x360 people still had render thread, physics thread, game thread, animation/particle thread, etc. 6 threads wasn’t enough to force task/job system.

      2 replies 0 retweets 5 likes
      Rich Geldreich‏ @richgel999 Oct 20
      Replying to @SebAaltonen @kenpex @bmcnett

      Source 1 was a monolithic engine, very unfriendly to multithreading. It was a giant rats nest written for a single thread, then they dropped in a coder to try and exploit multithreading after the fact. Even on X360, it only used a fraction of the CPU power available.

      12:18 PM - 20 Oct 2018
      • 2 Retweets
      • 4 Likes
      • Chad Bramwell Sebastian Aaltonen Yaroslav Khnygin bmcnett
      1 reply 2 retweets 4 likes
        1. New conversation
        2. Sebastian Aaltonen‏ @SebAaltonen Oct 20
          Replying to @richgel999 @kenpex @bmcnett

          We used all 6 HW threads. But because every thread did one task (render, physics, UI, game, particles, culling) most threads usually only used around 1/2 of their 16.6 ms budget. And fps dropped if any of the threads failed their budged, even if other cores were doing nothing.

          1 reply 0 retweets 3 likes
        3. Sebastian Aaltonen‏ @SebAaltonen Oct 20
          Replying to @SebAaltonen @richgel999 and

          And the Flash (Actionscript) based UI required it’s own thread. UI took 16.6 ms to run (logic + render). Those PPC cores were awful in running pointer chasing code. 600 cycle mem latency and no prefetcher and no OoP. Full 600 cycle CPU stall at every cache miss.

          2 replies 0 retweets 1 like
        4. Maciej Sinilo‏ @msinilo Oct 20
          Replying to @SebAaltonen @richgel999 and

          No doubt, took more hand-holding for sure, but OTOH 3+GHz clock helped. I remember @BartWronsk telling me they had a hand-optimized piece of code that ran faster on X360 than XB1 :)

          1 reply 0 retweets 2 likes
        5. Bart Wronski‏ @BartWronsk Oct 20
          Replying to @msinilo @SebAaltonen and

          It wasn't Scaleform but some in-house Flash/AS solution with hand optimized renderer - remember profiling it on X360 and then X1 and seeing worse performance :)

          1 reply 0 retweets 4 likes
        6. Rich Geldreich‏ @richgel999 Oct 20
          Replying to @BartWronsk @msinilo and

          Ah, Scaleform. I am so glad I will never have to work with that piece of software again.

          1 reply 0 retweets 11 likes
        7. bmcnett‏ @bmcnett Oct 20
          Replying to @richgel999 @BartWronsk and

          piece of s... ^H^H^H oftware

          0 replies 0 retweets 2 likes
        8. End of conversation

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