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The 360’s GPU was very modern, but I’m hesitant to give the 360 the “modern design” label because of how esoteric those CPU cores were; And the major hoops developers needed to jump through to get them preforming at peak performance, along with offloading work to the GPU.

They had SMT, but unlike every other implementation of SMT I’m aware of, memory stalls on one thread would stall both threads… which kind of defeats the primary purpose of SMT.

At least with the PS3’s Cell, the SPUs were designed to be esoteric on purpose. It seems like Xenon kind of just ended up being esoteric by accident. (Or maybe they ended up like that because Microsoft were cheating off Sony’s homework)

IME SMT is approximately useless if your code is any good and you have one obvious source of load (the foreground game, a trading engine, etc). I just reduce thread count to at most the number of physical cores if my software is the dominant workload. How did developers typically work around that xbox deficiency?