Resogun’s Dev: “Unlocking full power of PS3 CPU” was difficult; we will take “compute shaders over SPUs any day of the week”


The PlayStation 3 was notorious for sporting a powerful cell processor paired with a weak GPU. This is opposite of what we are getting on PlayStation 4 with a stronger GPU and a weaker CPU. Housemarque’s Engine Architect gives us his insight on this difference in power between the two consoles.

This upcoming generation is getting a shift in balance of power from CPU to GPU for both PlayStation 4 and Xbox One. While the Xbox 360 had a pretty good CPU, it paled in comparison to the cell processor of PlayStation 3. The biggest problem with the cell processor was that mastering it was difficult. Not everyone was able to fully utilize its potential, but those who did ultimately managed to create some of the best looking games on the platform.

Housemarque is currently working on Resogun, a upcoming side-scrolling, shoot-em-up game for PlayStation 4. Resogun is the spiritual successor to Supe Stardust HD and Super Stardust Delta. According to the developers, it is heavily utilizing the GPU compute capabilities of the PlayStation 4 hardware to generate thousands of dynamic physical cubes. Their engine can support up to 500,000 physical cubes but they only use 200,000 in the game. The whole environment around us is made of these physical cubes and during a video, that was showcased during Gamescom, we saw the whole environment explode into thousands of tiny little cubes that could be seen individually. All that looked mighty impressive for sure.

So now that Housemarque is developing Resogun, and utilizing the GPU compute capabilities of PlayStation 4 GPU, what do they have to say to this shift in power from CPU to GPU? Seppo Halonen, Engine Architect of Resogun, talked about this in an interview to GearNuke.

“The balance of power is different, sure, but unlocking the full power of PS3 CPU was something only few people managed to pull off” said Halonen, when questioned about this shift in power; “I will take compute shaders over SPUs any day of the week, thank you”.

We already saw most of the multiplatform developers struggling with creating games on PlayStation 3 due to its complicated architecture and cell processor so this is definitely a welcome change for PlayStation 4. The full interview of Resogun’s Engine Architect will be published this week.

What do you think of this statement? Do you see GPU compute as a better means to harness the PS4’s capabilities in the long run as compared to the PS3’s SPUs? Let us know in the comments below.

Stay tuned to GearNuke for latest news and info on Resogun.

  • StanoLogig

    Gooooooooooooooooooooooooooooooooooood game ! Nice one

  • PSorbisnews

    I would take Sony CELL CPU over weak
    CPU on PS4, CELL is powerful and can be more powerful if upgrade to quad-core
    form with 4 PPE and each PPE had 4 SPE’s each. X86-64 CELL – Each PPE cores
    holds 4 SPE’s in quad-core form you’ll get 16 SPE’s total. PPE itself is mod
    into core with two hardware threads each.

    X86-64 CELL with 4 PPE acting as cores with 8 hardware threads and 16 SPE’s
    total; 28nm process or less so it use less power and cuts heat down more. Use
    two of these’s Quad-core X86-64 CELL in PS4 you’ll have super powerful 8 core CPU
    but if you SOC it with powerful GPU like the PS4 has you got yourself deadly
    SOC with beast CPU and GPU.

  • WellWisher

    They still can’t be that easy to work with. AMD GPUs have had GPU compute for a while but I’m not aware of many games that take advantage of it.