Quote:
Originally Posted by Carniphage 
Yes you *can* use C instead of assembler on the SPEs. You can compile code for the SPE as long as the code and the data fit inside the SPE's own memory. But if you look at optimal SPE C-code -it looks a lot more like assembler than C.
So if you are a developer or a middleware company - say Valve or Unreal, what you can't do is take your exising taken-ten-years-to-develop codebase - and quickly refactor it to run on this architecture.

Yes you *can* use C instead of assembler on the SPEs. You can compile code for the SPE as long as the code and the data fit inside the SPE's own memory. But if you look at optimal SPE C-code -it looks a lot more like assembler than C.
So if you are a developer or a middleware company - say Valve or Unreal, what you can't do is take your exising taken-ten-years-to-develop codebase - and quickly refactor it to run on this architecture.
So now we have gone from "all the game projects will be behind schedule and total disasters" to "middleware companies will have to do some technically demanding work".
But that's exactly what the middleware companies do. They do the hard stuff so others wouldn't have to. In the house I worked at for a short time, they had the best programmers I've met, period. They supported lots of platforms, from the even-more-difficult-to-program PS2 to mobile handsets. Not to mention what the product actually did. One key developer was well on his way to computer science doctorate for the research he did for this. I have no reason to think it's different elsewhere - it's simply the kind of task that attracts coding maniacs. They had no use for anyone who wasn't a skilled coder or just about to become one. (Not gratuituous self-promotion. I worked a different task.
)And if getting the middleware and engine guys going is a problem, it's a problem in the beginning, not at the end. There is lots of stuff for the PS3 already. The PS3 is over that particular hump. Sony licensed Unreal Engine for development last year.
I'm not convinced the devs at run-of-the-mill studios will have to tap into the SKUs a lot beyond what their middleware building blocks and engine will do on their own. Some studios that want to distinguish their game with intensive in-house AI or something else will have their developers figure the technology out. At worst it should perform like the 360, but there is some additional potential there for when someone wants to utilize it. The 360, on the other hand, will be easier (which is not a bad thing) if you want to keep most of the development in-house.








Why, tell me, does Toshiba want to put the cell into their HDTV sets if it is not good for graphics? The PPE is a varient of the PPC processor to take cane of the other stuff.


