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[新闻] 3DS更多硬件规格细节泄露!CPU揭晓~(转)

如果是真的话,我有几个想法:

1) 肯定又是降了频保续航时间的,草,主频还是低了些呀,虽然有两颗,但这是双CPU不是双核,编程难度陡增了吗要
2) 不是说兼容NDS的嘛?不需要DS上的ARM9/ARM7了?


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转一个GameFAQs上的回复:

Simple answer- it's not worse than PSP, it's better.

Long answer- citing speed in megahertz is probably the worst thing you can do to judge speed unless you're comparing two identical processors. FYI, a 3ghz core i5 dual core PC processor is far far faster than an Athlon II x2 3ghz processor. Despite both being dual core processors, having the same clock speed, and being able to run the same applications, the Intel processor is far faster than the Athlon. Even at a lower clock speed the Intel would beat the Athlon.

You can use the same logic in any other processor. It's not fair to compare two different processors by their clock speed. And IGN once AGAIN shows how IGNorant they are by assuming everyone understands this fact. Too often, people get caught up with their clock speeds and can't even realize that a slower clocked processor with better architecture can beat a higher clocked processor.

And the same goes for GPU's, and we know that the Pica200 is powerful. IGN seems to also fail to understand that the Pica200 is the name of a series of GPU's, they're talking about it as if there's only one. There is a newer model from 2008 that runs at 100mhz default speed and can output more than twice the amounts of polygons per second. So scaled back is a bad word for it. IGN's knowledge is very limited, if anything they say is even true...



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引用:
原帖由 HyperIris 于 2010-9-22 19:22 发表


双cpu和双核对游戏来说有什么区别?
我很粗浅的理解是,双CPU就要有两个独立的进程。双核就不用,只不过是俩硬件线程
对游戏来说你看不到直接的区别,但是编程难度上升会导致游戏效果变差或者开发周期变长之类的。。


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引用:
原帖由 HyperIris 于 2010-9-22 19:46 发表


别不懂装懂了

好好读书吧,少刷点论坛
我说了是很粗浅的理解,又没说过很懂这个,何来装懂一说?至于后两个建议,我可以接受。然而讨论问题归讨论问题,不能变成ad hominem,可以吗

如果你把PS2这样的算双CPU的话,而PS2甚至PS3都要给IOP或者SPU写额外的main()函数。如果你真的知道的话,为何不分享一下?即使只是用最简单的语言描述?

[ 本帖最后由 mieumieu 于 2010-9-22 20:24 编辑 ]

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引用:
原帖由 hourousha 于 2010-9-22 20:22 发表

其实如果两个CPU是对称的话,各个CPU的调度完全可以由OS来完成,对于programmer来说属于透明的,和多核比是没有区别的。
当然这不代表编程没有难度,即使2个CPU,在游戏这种负载多变的应用中要想时刻完全发挥性能 ...
嘿嘿……貌似的确是这样的。谢谢!

我脑子短路了,没想到我上面举的例子都是非对称结构,摆乌龙了

edit:等一下……对程序员是如此,但是性能上还是有差异的吧?是不是要看CPU之间资源的共享程度譬如cache之类的?

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posted by wap

昨晚想了一晚上…还是确定了,我昨晚说的话暴露出了我的无知。其实也未必算无知(后来被点醒,才记起来自己话里的毛病,也太低级了),但是论坛发贴之前不想清楚的话,肯定会出问题。以后还是低调旁观学习好了

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开发人员都知道的其实,但是对于3DS来说,普通玩家应该没必要知道具体数字参数。

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posted by wap, platform: iPad
引用:
原帖由 @卖哥  于 2012-1-10 18:15 发表

拆机拆出

Fujitsu MB82M808007L 这是128MB的内存
Toshiba THGBM2G3P1FBAI8 这是1GB的NAND闪存
所以楼主这个配置肯定是错的
未必啊,64mb可能指的是除掉系统占用之外的

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