True for GP processing, but not necessarily so for the type of workloads SPUs typically perform. Streams can be parallelized on input, and task distribution will scale(to a point) with amount of units/cores available.
It obviously wouldn't satisfy general emulation requirements - but it only needs to work for existing real-world software. The question is whether it's enough to balance out edge cases, and whether there are special-cases in real-world PS3 software where this would just fail alltogether (eg. application that is bound by non-streamed single-SPU performance).
Of course this is all assuming we have no other resources that could reasonably assist emulation - any guesses on speeds for the actual CPU cores in PS4?
My guess;
1) The SOC will have a x86CPU, CL able GPU and a FPGA
2)
Each have features that define their best use case That's the reason for heterogeneous computing.
3) OpenCL allows for an easy to use language for all
4) The SOC will have temp sensors to drop clock speed on overheat because it's expected that this might happen so running X86 at 100% duty cycles is probably not possible (no heavy SPU emulation)
5) Best use case for x86cpu is for easy to setup few clock tick operations and scripts that need branch prediction, some would benefit from higher clock speeds. Probably higher than the PS3 clock speed.
Sony could add 4-6 SPUs to the SOC; their use would fit between CPU and GPU as easier/faster to setup like a CPU but able to run faster without generating as much heat as a X86 CPU. X86 with branch prediction will run hotter than a SPU. Using only 2 X86 CPUs and adding 4 SPUs would make the SOC more efficient but increase complexity in coding which OpenCL takes care of. The idea in heterogeneous computing is that different design CPUs can be combined to be more efficient. We already know (from Sony CTO interview) about CPU, GPU, DSP and FPGA all easily useable with OpenCL code, there is no reason not to include SPUs also if they also have a use that justifies their inclusion.
Even with SPUs in the PS4 it's going to be very difficult to emulate a PS3 as unpredictable use of SPUs might still cause some games to break simulation/emulation....is it worth it to provide PS3 emulation? Xbox Durango might have Backwards compatibility and if it does Sony will feel pressure to provide the same or they must have developers recompile a large number of PS3 games for PS4 or have a large number of very attractive PS4 games available at launch. PS1, PS2, PSP and PS Suite games using emulators/engines already developed can have those emulators/engines ported to PS4 and then run on PS4.
As Durante alluded, Both AMD with their HSA and the PS4 SOC is going to be cutting edge Heterogeneous computing with new techniques needed and OS tuning required and all that and more would be needed to emulate a PS3..... My only hope is the rumor of Barcelona Super Computer Center working on PS4 Cell 2 in October 2011 which I think is after the rumor Sony moved from 24 SPUs to AMD (which I didn't believe because a X86 is not as good a choice for a game machine all things being equal and not knowing about OpenCL and GPUs). From Google searches, BSC is contracted by just about everyone (Intel, IBM, Nvidia and more) to do research on next generation computing. BSC developed the Cell simulator (runs on X86) for IBM.
In 2005 the Cell simulator ran at 1/27th of Cells true speed on a X86 processor(s) without modern 400 core+ GPGPUs. I believe early PS3 developers got a PC with PS3 simulation that ran much slower than a PS3.
Durante is 100% accurate but it's like a trick puzzle. 100%
real time Cell
emulation is not possible using a slower GPU parallel processor with many cores but that slower clocked GPU processor can perform
some of the same functions for which a SPU is being used more than 10 times faster. He needed to explain in more detail (which he and others have done) to the less informed among us (includes me) why (too much low level SPU code). He has outlined the issues and stated it might be possible with a combination of emulation and simulation but would require what amounts to BSC to research new coding techniques to make it possible. So we are left with it's not happening unless Sony feels it's worth the investment and that would require someone like BSC to determine if it's even possible. So even if the rumor is true that Sony contracted BSC, they might have returned not possible or not possible unless 2-4 SPUs were included and again, is it worth it, could SPUs add to the performance as well as help with emulation?
Back to my guess on two models for game developers:
Ureal Engine 3 1) Traditional extension to last generation with OpenGL and a more GPU bound model
Ureal Engine 4 2) Limited Ray tracing (CPU bound) and more CPU use, multiple "tons of CPUs".
Case 1 can develop games or engine now
without knowing about SPUs in the PS4, Case 2 would have to know. Most games engines early on will be case 1 and the games developed for multiple platforms with resources scaled to GPUs. Case 2 can't be scaled to platforms with less CPU power or without excess unused GPU OpenCL ability, would be limited to higher end PC, PS4 and possible Xbox Durango.
So it's possible that SPUs are to be included and Backwards compatibility planned for PS4 and most PS4 developers wouldn't know about it except for someone Like Epic developing the Unreal Engine 4.
Very fast common memory pool and controller is a MUST as is the use of OpenCL. They make possible attaching multiple different CPUs to the memory buss. MMU code is going to be fun...Developers might notice alot of reserved addresses that arn't explained.