The PS3 has a graphics card. SPE's can be used to preprocess some information to increase graphics quality or to crunch numbers for AI code, or do any number of things. The problem is you can either code for the lowest common denominator between the systems and mostly ignore SPE's or build a game focusing on the PS3.
I mentioned that. The problem is PS3 wasn't meant to have a graphics card. The Cell was envisioned to do everything from the start. Years of planning went by before something inexplicably changed (maybe what they saw in real life didn't match what IBM promised?). The graphics card was added in at the last minute (which essentially resulted in a quick hack for release) or Sony's SDK/frameworks would have made it easier to use everything.
In Sony's defense, MS and Nintendo had some planning snafus too. Wii has that weird system for OS updates / new features and 360 will always be associated with red rings.
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The PS3 has a graphics card. SPE's can be used to preprocess some information to increase graphics quality or to crunch numbers for AI code, or do any number of things. The problem is you can either code for the lowest common denominator between the systems and mostly ignore SPE's or build a game focusing on the PS3.
PS3 has:
PS: The RSX has a higher GFLOPs than the Cell but it's only really usefull for specific graphics operations."The PS3 has a graphics card"
I mentioned that. The problem is PS3 wasn't meant to have a graphics card. The Cell was envisioned to do everything from the start. Years of planning went by before something inexplicably changed (maybe what they saw in real life didn't match what IBM promised?). The graphics card was added in at the last minute (which essentially resulted in a quick hack for release) or Sony's SDK/frameworks would have made it easier to use everything.
In Sony's defense, MS and Nintendo had some planning snafus too. Wii has that weird system for OS updates / new features and 360 will always be associated with red rings.