you do a perfect job and make A take zero time and impart no additional overhead on B in communicating with A, the factor by which you can ever speed up the program is limited by B. If B is half the original program's runtime, the program can only ever get 2x faster.
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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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So you had the ~730MHz "Broadway" (small-window out-of-order PPC750CL variant) in the Wii keep pace with the ~3.2GHz in-order cores in the Xbox 360 and the 3.2GHz PS3 PPU. (NB: PPU and the Xbox 360 cores were variants on the same design.)
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More always does not mean better.. Very interesting read, thanks...
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