If you are honestly believing that Cell has issues because of Core 2 versus i7 benchmarks then you aren't remotely in the league of being a tech nerd. Performance/$, performance/watt, performance/mm all are heavily in Cell's favor *today*, six years later. You won't find anyone that disagrees with any of that that knows anything at all about CPUs.
Professional developers who coded Metro 2033 - in the top 5 best looking PC games of all time, seem to disagree with your viewpoint. Actually you are THE only person as far as I am aware out of entire CPU forum that believes that the Cell is superior for games than a modern x86 CPU, especially one from the modern Core i7 family tree. Go ask idontcare, or anyone else with actual knowledge of how CPUs work if you need confirmation. You seem to be very focused in on the theoretical Floating point performance and yet don't consider that it's not easily extracted in the real world because the Cell's 1 core + 7 SPE design is fairly complicated to code for efficiently, despite countless people telling you this. Sony wants to allow developers/programmers to tap into PS4's potential at a much quicker pace, which may be another reason why they are going to abandon the Cell's architecture.
You are also listening to a guy who doesn't know the difference between a frame buffer alpha processing trick and a physical simulation, nor could he tell which platform would work best for either one.
Everything that comes out of your mouth can be summarized as follows:
1) I state an opinion with no facts;
2) When people refute my opinion with facts, and I have no facts to back up my opinion, I call them stupid and attack them personally.
Should we even discuss how you attacked member PC gamers on our forum when you started arguing with everyone that textures and gaming resolution are not inter-related? You yourself made such startling attacks on PC gamers and in general showed time and time again that you have no idea how to present an argument by focusing on the argument itself rather than on the people discussing it. You have also opposed the views of many resident forum members in the Dark Souls thread who tried to suggest that the game would look a lot better if the native resolution was increased from the internal frame-buffer of 1024x720 (upscaled to 1280x720). Then when the modding community fixed this issue and the game looked significantly better, your response was that Dark Souls' original art was of very high quality, but ironically you never agreed with many of us that to expose those original art assets an increase in resolution was necessary. This is all we were saying in the beginning and yet you attacked us for being "graphics whores" and "PC snobs" who like easy games, save anywhere, etc.
You even argued against professional publications that universally agreed that Dark Souls was a terrible console port in its original state in
this thread and made a fool out of yourself doing it. Seriously, I have no idea how you got your Elite Member status since all you are good at is spewing personal opinion, disrespecting other forum members when they don't agree, and resort to personal attacks on knowledge matter when you yourself have been proven wrong by countless knowledgeable members in this very thread.
You just keep trying to make yourself sound less and less knowledgeable about this subject, don't you?
So you are implying that all the developers who have for years complained about how hard it was to code for PS2 and PS3 are just making up the programming costs (which are part of development costs)? It's a lot harder to achieve a similar level of graphics on the PS3's Cell than it is on the Tri-Core Xbox360 CPU since that involves tapping into the 7 SPE units as the Cell is just a 1-core PowerPC CPU. Therefore, out of the gate, the PS3's Cell is less powerful than the 360 is. The additional costs that require learning how the SPE's can aid the single PowerPC core are time and $ required to optimize the game specifically for PS3. This explains why for the first 2-3 years, PS3's games looked worse than 360's games.
After
5 Graphics Comparison Rounds, Gamespot concluded:
"We're now getting onto our fifth installment of this feature, and with every passing year the differences between the consoles continue to melt away. When we first started this feature, the differences between some versions of games were astounding. Fight Night Round 3 looked drastically better on the Xbox 360 with its improved lighting and shadowing effects. The following year, the graphics on both platforms got considerably more even--Oblivion even looked better on the PlayStation 3. Every subsequent comparison pretty much ended the same, with the Xbox 360 getting the benefit of slightly higher-resolution textures and other marginal improvements that wouldn't be noticed unless the images were put side by side."
That supports the view that it was harder to optimize games for the PS3 to look as good as they did on the 360 and it took years of programming and understanding of how to utilize the 7 PPEs to actually make games look as good or better than the 360. Despite that, Gamespot still concluded that PS3's games on average didn't look better than the 360's.
That only supports the view that developers had a hard time extracting that maximum performance out of the Cell you keep alluding to. That means there are real costs involved in terms of finances and programming/coding time required to achieve better graphical fidelity out of the PS3's hardware. Considering the console launched 1 year later and your claims that PS3's Cell is far superior to x86 CPUs in terms of all those metrics you listed, it shouldn't have been the case that PS3 took years of development to just match the Xbox360 in some games, and yet still have worse resolution textures in many games such as Batman Arkham Asylum, Sleeping Dogs, Assassin's Creed II, Crysis, etc.
You keep telling me that I don't know anything and that the graphics card in the 360 is way more powerful. First of all there is no indication that the GPU in the 360 is way more powerful. It may be slightly more powerful but given your claims that the Cell is vastly superior to modern i7 CPUs for running games, surely it should have compensated for what is perhaps a 15-20% GPU advantage of the 360? If anything that strengthens my view that a faster GPU is more important than a faster CPU for running games and that PS3's design was much more unbalanced than the 360's in regard to videogame graphics. Even after 6 years on the market, most objective console gamers would not conclude that PS3's games look tangibly better.
If you compare a slow CPU to a fast CPU, the performance difference is dramatic, especially at lower resolutions at which Xbox360 and PS3 run games (generally 1280x800 or lower):
This is exactly where the Cell should have allowed for PS3 to have more consistent framerates and higher minimum framerates in games, and yet the opposite is true = Xbox360 games tend to use higher resolution textures and run smoother at the same time.
If the PS3's Cell CPU was so superior to modern x86 CPUs, why does the Cell still struggle to maintain 60 fps in many cross-platform games, drops below 60 fps in GT5, can't run local split-player co-op with AI cars in GT5? BTW, there is no evidence that Xbox360 cannot handle night racing or weather effects. That's just your opinion. What we do know is the supposed 4-5 generations ahead of Core 2 Duo superiority of the Cell is nowhere to be found in real world PS3 games. It cannot even compensate for the slightly faster GPU in the 360!! It appears more and more the more games we look at on PS3 vs. 360 that your claims are just an opinion.
Time and time again, PS3 shows that it's a less powerful console than the 360 under realistic time development and financial programming constraints. Only few developers were able to make games look better on the PS3 and these fall into the camp that spend years and years learning how to optimize for the PS3's hardware - again a sign of poorly engineered Cell architecture, lack of memory on the PS3 and slower GPU - all aspects of an unbalanced, inefficient CPU+GPU integrated design.
Crysis
Xbox 360 runs the game at a native resolution of 1152x720, with higher resolution textures, and higher performance too!
PS3 runs the game at a native resolution of 1024x720
360
PS3
"The PS3 offers marginally less blocky shadows, but the 360 showcases higher quality textures in places - particularly during the icy Paradise Lost level." ~
EuroGamer
"No doubt the more obvious dividing factor between the two versions is performance - as you'll see in the video below, the 360 commands a considerable advantage here in the same like-for-like cases. Cut-scenes based in indoors settings fare well in either case, but travelling over long stretches of terrain challenges both consoles' target 30FPS, with the PS3 dropping more frames." ~EuroGamer Video
"Performance doesn't improve during sequences of heavy gunplay either, with the general rule of thumb being that the PS3 will run at 5-10FPS less than its 360 counterpart under equivalent periods of strain. This is regardless of the situation, be it when particle and smoke effects are flying from an exploding tank, or when a hut collapses to charging truck. It's in these cases especially that performance takes its greatest hit, going all the way down to 12FPS on PS3 at one point." ~
EuroGamer
As I said for this entire thread:
1) You have not proven that the Cell is more powerful than the Tri-Core PowerPC CPU in the 360 using real world examples of games; by extension that means you have not proven that the Cell is faster in running real world games than a modern x86 CPU (of course the Cell's inferiority to modern x86 CPUs was already reiterated
re-iterated by Oles Shishkovstov, chief technical officer of 4A Games, who gave us Metro 2033 graphics.)
2) You have not disputed the claim that it's harder to optimize games to run as well on the PS3 as it is for the 360 since it requires the full utilization of 7 SPEs of the Cell. Otherwise, the console's available CPU power is just a 1 PowerPC core, which is actually slower than the Tri-Core PowerPC in the 360;
3) You have no proven that the Cell's superiority for running games is even enough to compensate for what is a slight GPU advantage for the 360. Thus it cannot be true that the Cell is 4-5 generations ahead of performance of Core 2 Duo since the CPU performance is specifically critical for running games at low resolutions such as 1280x800, where the Cell's superior gaming performance would have precisely shown up -- yet it did not.
4) You have not disputed the claim that the Sony's capital allocation on PS3's hardware which resulted in them spending more $ on the Cell than the RSX GPU was not a major mistake in its design as for many years PS3's games have lagged far behind 360's in terms of graphics and performance. Even now the general consensus by professional reviewers is that cross-platform games have higher texture resolution and smoother performance on the 360 (further supporting the view that the Cell was extremely difficult to code for and most developers didn't bother optimizing for it -- thus it's theoretical performance advantage over the 360's Tri-core CPU was mostly on paper).
In other words, in the real world the Cell has not lived up to the hype and thus far you have not provided sufficient support to the contrary using real world examples. Instead, you keep proclaiming that we are all idiots and that you are the only knowledgeable person in this thread. If anyone doesn't agree with your opinion, which you yourself presented without concrete facts to support it, you label them as lacking understanding of modern CPU design. The irony is that not a single credible programmer or chief technical officer who designs modern games has once agreed with your view that the PowerPC / 7 SPE Cell design is superior for running games than a modern Core i7 processor is. It may be superior for running certain lines of code, but not the overall game game code. There is a reason the Cell project was shelved - it is very slow compared to modern CPUs and inefficient. As has been linked earlier, PS3's power consumption was largely driven by the inefficient power use of the Cell CPU, which was only curbed later through countless node shrinks.
The main "Processing Element" of the Cell is just a 3.2-GHz PowerPC core equipped with 512 KB of L2 cache. The computational workload comes in through the PowerPC core. The core then assesses the work that needs to be done, looks at what the SPEs are currently processing and decides how to best dole out the workload to achieve maximum efficiency. That PowerPC core design is what was used in the Apple G5, a completely outdated architecture. And here you are trying to prove to us that this design is vastly superior to a modern CPU for games.