Point God wrote:Developers actually do have access to the tools needed to easily develop and incorporate the SPEs and Sony has even have the tools to developers for free.
Then why are no third party developers using the SPEs?
And once again, on the contrary, many ps3 games fun very smoothly with the high frame rate by the way (Resistance definitely being one of them).
Nobody said they don't. Resistance is a game designed specifically for the PS3, games where the developers aren't just porting the 360 version have no frame rate issues. Games where they do shoddy ports (The Darkness, Call of Duty 3, the new football games) are having the issues because the developers aren't taking the time to utilize the SPEs.
I'm not bashing the PS3, but the lazy developers who aren't taking the time to properly use the console. Street Homecourt might run at 60fps, but why is Madden, THE FLAGSHIP EA game not going to? Says it all about the developer and not the console itself.
The SPEs aren't just for shuffling some computations to, they are for one or two specialized specific tasks. Third-parties are likely never going to use them right, they're use to writing more straight forward code. Insomniac did all the collisions on them in Resistance, Motorstorm only uses about 1.2 full SPEs (though they shuffled tasks onto more than one), and Uncharted is only using two full SPE's, Lair is throwing animations and physics onto them. Third-parties are not doing this stuff, they're ignoring the SPEs altogether or simply shuffing some of the code over without being specific.
Insomniac, on R&C work, wrote:The SPUs are absolutely central to how we write everything now - it's no longer a matter of "porting" things to the SPU - the SPUs are where everything should go by default.
Third party teams aren't doing that. They're just porting to the SPEs.