1. Our business logic and UI each basically operated in single threads.
2. Our intermediate audio and video processing buffers were floating point or moving in that direction in the future.
3. Wherever possible in filtering and effects, we avoided branching, relying on zero-folding in vector instructions.
I went on to explain where they'd be in trouble for game engines, document processing, and other key use-cases.
Their hardware architects slowly sank in demeanor over the course of that all-day meeting. I later heard from contacts at AMD that it was an "oh shit" moment for them. That said, having been at Sony at the time, we'd gone down the long dark road of the Cell...
Sometimes people try bold and interesting things that don't work. Bulldozer was definitely one of those, and it should have been killed (or at least diverted), like Larrabee. Nonetheless, AMD survived, and their current architectures owe some of their thinking to the hard-learned lessons of Bulldozer.