Killzone 3 Uses All PS3's SPUs
by Keith Sadler, posted on 07 March 2011 / 2,586 ViewsOne must take caution when saying that your dev team "maxed out" a console, but Guerrilla Games' Michiel van der Leeuw told Eurogamer's Digital Foundary that “By the end of Killzone 2, we had a lot of people on the team who were pretty comfortable with [coding for SPU use]. So it was just a natural progression for us to continue using it. We got to the point where [the SPU's] were all full though, so we had to optimise our SPU code quite a bit to fit it all in at the end.”
SPU refers to the PS3 Cell processor’s 32 Synergistic Processing Units.
The SPU's were utilized using the Havok engine for physics processing rather than the PS3's dedicated physics processor. Similarly, several graphical processes, like anti-aliasing, were shifted to the SPUs in order to free up the graphics processor for other tasks. Such a move allows the AI scaling to be much more robust.
If you're so inclined, the full Digital Foundary interview is here. There's quite a high wheat to chaff ratio there.
Such a statement from Michiel van der Leeuw directly opposes an earlier statement from managing director Herman Hulst about Killzone 2 never to claim that a game had fully utilized a system's capabilities.


