I think the main issue with the Cell design was that it was too "middle road" and wasn't specialised enough in either direction.
I think the main issue with the Cell design was that it was too "middle road" and wasn't specialised enough in either direction.
So there is not much difference imho and the GP is correct.
What do you mean? You can hide latency on SPU by double-buffering the DMA but in a shader there is no infrastructure at all and no way to hide unlike SPU, you just block until the memory fetch completes before you need the data.
> they are outright programmer-hostile
Depends on the programmer I guess, I enjoyed programming SPUs, don't know personally anybody who had complaints. Only read about the "insanely hard to program PS3" on the internet and wonder "who are those people?". It's especially funny because the RSX was a pitiful piece of crap with crappy tooling [+] from NVidia yet nobody complaining about SPUs mentions that.
[+] Not an exaggeration. For example, the Cg compiler would produce different code if you +0/*1 random scalars in your shader and not necessarily slower code too! So one of the release steps was bruteforcing this to shave off few clocks from the shaders.
Eh, only if you count every SIMD lane as a separate "core" like GPU manufacturer marketing does. More realistically, you should count what NVIDIA calls SMs, where the numbers are more comparable (GeForce RTX 3080 has 80, for example).
PS4 - 18 GCN CUs, each has four 16-ways SIMDs for 72 SIMDs but each is 4 times wider so PS4 has the same number of ways as in 288 4-ways SPUs.