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{{WikiProject Video games |class=Start |importance=Low}}
==VU0==
Really? Is the part about the VU0 necessary? The VU0 was just a primitive form of SIMD instruction set, the low end MIPS CPU at the core of the Emotion engine wasn't even really designed with it in mind, Sony basically hacked something together by shoving two of the MIPS processors 64-bit FPU's together and creating some new instructions for processing packed SIMD instructions. If we're going to mention that though, why would we leave out the Xbox - as the Pentium 3 it came with had SSE3, which was purpose built and actually had superior SIMD capabilities to Sony's Frankenstein solution. I know that the concept of SIMD in processors may *sound* similar to what the PhysX processor is doing. But that's because the PhysX processor was pretty close to the concept of a modern GPU, which consists of like thousands of tiny cores that perform the same operation many many times. Usually floating point (GPU's have since added integer capabilities, but at the time they were all floating point).
The two concepts, that of a GPU/Physics processor and an SIMD instruction set, sound similar because they are both basically the same concept, SIMD. The GPU just takes the concept to the extreme, whereas even on modern AVX you can at best hope to operate on 8 different packed values at once, with the GPU your operating on thousands. The GPU cores are also usually a lot weaker individually. And AVX sits right next to the processor so of course it's ideal for mixing with general programming. Whereas it can be difficult for the GPU and CPU to communicate effectively over their lengthy bus.[[Special:Contributions/2601:140:8980:106F:8576:80E0:C309:7606|2601:140:8980:106F:8576:80E0:C309:7606]] ([[User talk:2601:140:8980:106F:8576:80E0:C309:7606|talk]]) 08:34, 5 May 2019 (UTC)
==Untitled==
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