>>105580246The Cell SPUs were meant to be vector coprocessors for T&L work, not unlike the VUs in the PS2. Original PS3 plan was to have 1 cpu, 8 vector coprocessors, a retarded fast but very basic rasterizer, and some sort of graphics coprocessor to set up custom pixel pipelines.
Sony couldn't fab the GPU part so first they tried software graphics using a second Cell, then they went to Nvidia for a GPU. It's why the nvidia GPU looks literally bolted on and why the system cost $600 at launch.
With the nvidia gpu, they already had a t&l unit inside, so the SPUs had no more job left and they tried coming up with all sorts of ways to use them for games.
I really wish they'd interview Mark Cerny about it because apparently he was the only one who knew the full spec and had access to the docs. The only mention we even have of this original design is from one of the guys from Insomniac who was pulled into PS3 dev as the console was still being designed.
>early on most games ran much better on the x360, because developers would just ditch the spus entirely.Even later games ran better, because the x360 gpu was much more powerful.