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	<title>Comments on: The Race for a New Game Machine</title>
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	<link>http://gamearchitect.net/2009/03/01/the-race-for-a-new-game-machine/</link>
	<description>Musings on Game Engine Design</description>
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		<title>By: Kyle</title>
		<link>http://gamearchitect.net/2009/03/01/the-race-for-a-new-game-machine/comment-page-1/#comment-71</link>
		<dc:creator>Kyle</dc:creator>
		<pubDate>Mon, 09 Mar 2009 23:51:21 +0000</pubDate>
		<guid isPermaLink="false">http://gamearchitect.net/?p=26#comment-71</guid>
		<description>Thanks!  I love these stories from inside the machine.</description>
		<content:encoded><![CDATA[<p>Thanks!  I love these stories from inside the machine.</p>
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		<title>By: ex-Sony</title>
		<link>http://gamearchitect.net/2009/03/01/the-race-for-a-new-game-machine/comment-page-1/#comment-70</link>
		<dc:creator>ex-Sony</dc:creator>
		<pubDate>Tue, 03 Mar 2009 21:55:21 +0000</pubDate>
		<guid isPermaLink="false">http://gamearchitect.net/?p=26#comment-70</guid>
		<description>The PS3 graphics chip was being designed by Toshiba in cooperation with Sony and, well, the rumor goes that Toshiba&#039;s best people were put on it then gradually pulled off one by one and replaced with what seemed to be interns. The speed was halved, then the memory was halved, then the register file was halved until almost nothing was left but the impossibly complex VLIW instruction set. A presentation by Mark Cerny killed that off when he and his team eviscerated it&#039;s texture mapping and interpolation performance using timed example code on a real scene using Sony&#039;s own software sim.

Then there was the week where there was no GPU, just two CELL chips and a software renderer...</description>
		<content:encoded><![CDATA[<p>The PS3 graphics chip was being designed by Toshiba in cooperation with Sony and, well, the rumor goes that Toshiba&#8217;s best people were put on it then gradually pulled off one by one and replaced with what seemed to be interns. The speed was halved, then the memory was halved, then the register file was halved until almost nothing was left but the impossibly complex VLIW instruction set. A presentation by Mark Cerny killed that off when he and his team eviscerated it&#8217;s texture mapping and interpolation performance using timed example code on a real scene using Sony&#8217;s own software sim.</p>
<p>Then there was the week where there was no GPU, just two CELL chips and a software renderer&#8230;</p>
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		<title>By: simonc</title>
		<link>http://gamearchitect.net/2009/03/01/the-race-for-a-new-game-machine/comment-page-1/#comment-68</link>
		<dc:creator>simonc</dc:creator>
		<pubDate>Mon, 02 Mar 2009 06:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamearchitect.net/?p=26#comment-68</guid>
		<description>FWIW, I have the distinct impression that Phipps ghostwrote this for Shippy, with perhaps less input from him than you might think, and that&#039;s where all the odd hyperbole crept in. Not sure, though.</description>
		<content:encoded><![CDATA[<p>FWIW, I have the distinct impression that Phipps ghostwrote this for Shippy, with perhaps less input from him than you might think, and that&#8217;s where all the odd hyperbole crept in. Not sure, though.</p>
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