Gamasutra: An Interview with Intel's Orion Granatir

Increased processing power is opening up new levels of game experiences. Dual- and quad-core CPUs and even GPUs are becoming the computing standard, and even more power will be available in the future with the many-core Larrabee architecture. But along with this potential comes new development challenges for game studios.

That's where Intel application engineer Orion Granatir comes in. Prior to joining Intel, Granatir worked for independent developer Insomniac Games, where he contributed to the PlayStation 3 titles Resistance: Fall of Man, Resistance 2, and Ratchet & Clank Future: Tools of Destruction, giving him a behind-the-scenes perspective on the rigors of developing a modern triple-A title.

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ForROME3627d ago

He talks about how< the PS3 is ahead of its time basically and therefore harder to program for, however going forward almost all processors will follow the same path, in my mind the only things the PS3 could have done better is, to make the ram shared other than that, its a far superior machine. With that being said thats hardware, I still have neithier machine im on the fence!

DJ3627d ago

The CPU and GPU have memory call-up logic for each other's memory pools. There's a 35GB/s bandwidth line connecting XDR and GDDR3 memory (through the CPU and GPU), which allows the CPU to read GDDR3 memory, and the GPU to read XDR memory.

To write data into opposing memory, that data is sent to the processors directly, and the processors will write that data in.

Long story short, PS3 has unified memory architecture that utilizes specialized memory pools. 360 is different in that it uses GPU memory for the CPU and GPU, which is why it's UMA.