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Activision Developers Talk CELL....gets pissy!!!

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Tenacious-V

Thinks his PR is better than yours.
"1. The Reason MS didn't "correct" their GFLOP evaluation is because a SYSTEM cannot be described as a mere Additive resolution of its constituent parts. Sony is basically lying.

2. The SPE's do NOT have the described memory bandwidth - they CANNOT really access memory in that way as they have to DMA from main memory into the local store BEFORE it can be used.

3. X360 is IN ORDER, this removed a HUGE amount of the silicon AND thus removed a LARGE proportion of the G5's heat isses; the bulk of code written for Macs is simply Mac Centric - the code written for X360 is X360 SPECIFIC and thus can be far better optimised by the compilers and the programmers.

4. Total system bandwidth does not provide a valid comparison - stop doing it, its like saying look... my house has more ducting than yours... in the end its the effective use of the bandwidth that is the REAL measure and we can't quantify that measure in any easy manner. In a while - when the systems are better known we will know their bottlenecks and thus know where MORE bandwidth was required... but thats about as close to quantification as is possible"

"

The **bleep** for the SPE is VERY deep - a jump statement may or may NOT be taken but regardless the SPE WILL read ahead those instructions that would be executed should the jump NOT take place. Each instruction will be at a different point in the execution **bleep**... so lets say there 21 instructions... 0 being the jump on condition, the next 10 being the NONE jump code the last 10 being the code ran when a jump is executed.

it might take say 5 cycles (arbitrary for examples sake) to actually execute the jump on condition command... during which time the dual issue SPE has begun processing on the next 10 instructions (assuming no dependancy issues). The result of the jump on condition comes in and eh voila - all those instructions (1-10) are suddenly WRONG... we don't need them to execute any more.... here comes a NICE flush of the **bleep**... removing ALL the new code and returning to the state BEFORE the read ahead was done. It then starts reading from instruction 11 - 21 and execution continues.

THIS is the cost of branching, THIS is the reason we WILL have to write more serial code that uses instructions to make decisions on vectors THIS is ONE of the reasons coding for the ps3 WILL take longer."


"
heres a question - on ps2 the vu units are used largely to process vertex/lighting/skinning data from a known stream source specifically designed around the VU itself... we use VU0 for sporadic vector math thus keeping the actual values in the VU registers during complex math. These things HAD to be designed around before they worked....Ps3 has similar requirements for alignment and data read/write HOWEVER we are expected to run FAR more complex and random code accessing FAR more random (historically speaking) data... in order to get the speed out of the SPE's we HAVE to redesign core systems around the SPE requirements... economies of scale WILL play a factor in whether this ACTUALLY gets done... if we can produce an ok game that sells 2M units by NOT redesigning but putting out mediocre code whilst making the same game on X360 looking VERY cool and doing it easily and selling 3M units... I think the business speaks for itself.... off the cuff example it may be... wrong it is not.

developing for ps3 WILL cost more than X360 - doesn't mean I like one better than the other.. its just a fact. In maybe 3 years time they be approaching similar at which point we could see a change - but for now it is what it is."

"hate to mention this but... someone quoted Tim Sweeny as saying the cell is easy to program for....general option is that his role as "Chief Architect" is largely moot he is the CEO and nothing more.... the crux of it is... he IS NO LONGER a programmer.

and regarding those articles - read them both and by and large its guesswork.

deftones - read between the lines, I said I can't give you my source, not that I'm guessing. My University career saw my final year project getting sent back twice due to being TOO complex at which point I had to employ those metaphors you love so much in order to explain the intricacies of scheduling in the U/V pipes of the FIRST pentium CPU and how it could be programmed with this in mind. My CPU work doesn't stop there as I worked at the lowest level on ps1 for several years writing renders at the assembly level and optimising the game for instruction cache (I-cache) and Data cache (D-cache) thrashing. That year due to the entire teams efforts Sony gave us a pat on the back saying we were the most optimal engine out that year. I then switched to ps2 for a while and then gamecube where most of my powerpc experience comes from. Again I wrote at the lowest level for gamecube AND optimised at a higher level knowing the hardwares weak points and where we could rely upon its strong points.

I'm not a novice, I'm not guessing and I've staying up with the CPU's I use or WILL over the years. I know almost nothing about the current batch of PC CPU's, mainly because I don't program for them... but I do know a awful lot about powerpc architecture, the architecture of the x360 and I'm currently learning the architecture of the cell's SPE's which may take a few more weeks before i'm up to making global design decisions.

so please - answer me this, what do you do? and what exactly do you disagree with regarding my previous LARGE post?"

wow - I go away for ONE day at E3 and ALL **** breaks loose

to answer a few questions

1. I'm not a , nor do I lean towards any particular hardware. I do currently work on Xenon BUT I have been working on Ps1,Ps2,DC and Gamecube for a LONG time.

2. regarding the cells SPE's and WHY they are not good at general purpose code OR random data access.

When a decision is made in a processor (an if statement) the PC (Program counter) often has to jump to a separate section of the code returning later to the commmon code. This interupts the caching of the instructions as the processor does NOT know where the code is going to jump as this is more often than not data dependant. Modern CPU's have a method they use the predict which branch will be taken. Branch prediction is extremely complex and I won't even try to explain it here BUT I can say that it often hides the caching issues I mentioned. A branch miss results in ALL the instruction cache being flushed and the cpu then starts reading from its new location... X360 HAS branch prediction on ALL its cores thus ofimes it avoids this flush. Ps3 has it only on the PPE - the spe's have ZERO branch prediction but CAN be given hints by the programmer as to which branch might be taken... this is NOT as fast as full branch prediction AND it takes longer to program. Code can be designed around this problem and no doubt it WILL be .... but it takes longer.

Futher - the spe's rely upon a LOCAL area of memory (256Kb) to store both the data they use during calculations AND the resuts of said calculations. This data is streamed in by DMA as and when needed and thus needs to be controlled either by itself or the main CPU the DMA is HEAVILY relied upon but AFAIK can only process one request at a time albeit at a VERY fast rate. Now... the DMA reads from a memory address a set number of bytes, each addres+numbytes is a single request.... consider accessing 1,000 vertices... they would normally be stored linearly in memory thus a SINGLE dma request would be used. If you're following me then you know where I'm going... consider the SPE accessing data from 100 different memory addresses in a NON linear fashion; random. Each access would represent a NEW dma, more DMA requests == further delays for ALL spe's.

There is an area of memory that is shared between the SPE's so the above example IS a worst case scenario... but like many things on the cell.. this shared memory is non-trivial and is small thus requiring manangement;more programming.

3. Cell is VERY good with large datasets requiring linear access and having a relatively simple code pathway - lighting, vertex transform, A* pathing (if designed properly), Character skinning, texture processing, animation. However to get the most out of it each will require its own specific handling and design around the SPE limitations and DMA request optimisation.

4. Information on RSX is sketchy at best... they have said 100B shader ops but haven't told us much else. It will be fast, it will be able to run most if not all the things that the ATI part in X360 will run. It DOES NOT use the same language - more work required.

5X360's CPU == 240 Gflop with 1 thread per core, Ps3 CPU == 218 Gflop - TOTAL when you ADD the 2 threads running on the PPE... if we take the same standpoint as sony.... X360's CPU is 480Gflops... thats >2XPs3.... we just need the numbers on the GFX Cards."

"
note - "IF we take the same standpoint as Sony" in that - Sony in their comments regarding the STATS on the cell HAVE ADDED THE NUMBERS across the board in order to reach the 2.18 TFLop, they have added 2 threads on the ppe and dual issue on teh spe's.... it was MEANT to show people what the x360 numbers come out to WHEN we use the same "technique" as sony.

and - you say that it shouldn't be much more difficult than ps2 - hmm.. that puts MOST things at around 5x programming time over x360 - thanks for backing me up.

regarding branch prediction NOT being an issue - go to the cell docs IF you have them (anyone else who has them can back me up here)

/cell/0_3_0/documents/hardware/BE-Overview_e.pdf
in that pdf go to SPE->SPU Performance Characteristics and READ the section on BRANCH PREDICITION AND WHY ITS IMPORTANT.


THEN come back here and try again - sorry if I'm harsh but you came on here DIDN'T read my post properly and THEN got offensive."

"

we were looking at these stats a few days ago and no mater WHAT equation we use we CANNOT get the system to 2.18TFlops

the CPU is 218 GFlops - not that great
the GPU is a black box in the released stats claiming 1.8TFlops... now... THAT is absurd... not impossible but certainly outside the realms of single die - Our general thinking is that they are using an SLI setup however that would KILL profitability.

My own opinion says they are more likely to hit 1TFlop and be similar to X360...


The main issue is... that 218GFlops on the CPU is gonna be VERY hard to utilize and or maximise"

This guy is one unhappy camper!!! Anyone wanna elaborate if they can dissect what he's saying further?!?
 
What he's saying is basically, the PS3 isn't that great because he doesn't think it can do what Sony say it can. If it's final spec is what Sony has already said then it will be able to do everything Sony say it can, but this guy doesn't think it will be that good. The comment about the GPU say's it all "we were looking at these stats a few days ago and no mater WHAT equation we use we CANNOT get the system to 2.18TFlops

the CPU is 218 GFlops - not that great
the GPU is a black box in the released stats claiming 1.8TFlops... now... THAT is absurd... not impossible but certainly outside the realms of single die"

Basically, he can't get 2.18TFLOPS out of it if he lowers his expectation for the GPU, if he uses the GPU's spec as Sony have said it should be then he could, he just doesn't think it will be. He's been payed by MS, if what he says is so true, how come no one else in the gaming world has picked up on it, how come Allard hasn't used that angle or any part of it.
 
cobragt3 said:
What he's saying is basically, the PS3 isn't that great because he doesn't think it can do what Sony say it can. If it's final spec is what Sony has already said then it will be able to do everything Sony say it can, but this guy doesn't think it will be that good. The comment about the GPU say's it all "we were looking at these stats a few days ago and no mater WHAT equation we use we CANNOT get the system to 2.18TFlops

the CPU is 218 GFlops - not that great
the GPU is a black box in the released stats claiming 1.8TFlops... now... THAT is absurd... not impossible but certainly outside the realms of single die"

Basically, he can't get 2.18TFLOPS out of it if he lowers his expectation for the GPU, if he uses the GPU's spec as Sony have said it should be then he could, he just doesn't think it will be.
Thanks for the summary...I'm not going to pretend that I can understand half of the original quote

still interested in where this was posted, if it was a forum looking at the thread it was posted in usually gives more info than just the quote
 
i think he's complaining about something fairly inconsequential, but i'd need a copy of the cell docs to figure it out (bueller?). the general idea is that CELL continues the EE tradition of being a very interesting app specific MIMD arch and the sony benchmarking numbers are theoretical again (does this surprise anyone?). the question is how full the sony libs will be and how smart the compiler will be. i really don't see how it could surprise this guy that ground up custom software for a quirky app specific MIMD arch is going to be expensive.

also, his (probably) undergrad honors thesis was rejected because he's arrogant and has trouble communicating. also because no one fucking cares about that shit.

ps, i fucking laughed out loud when he complained that bad locality would kill his performance
 
umm, since when did a forum become an official source? That and he obviously doesn't know what he is talking about w/ regard to the flops. Deadmeat can do better than this, really....
 
Well, I think that guy is a bit too much obviously a fan of the Power PC architecture. While his points are all true (after all a PPE is designed to handle chunks of data really fast, and nothing more) he conveniently forgets to mention that most of the work can be done with a good compiler. I don't know the state of the compilers for the Cell architecture of course, but considering how powerful the CPU is I don't see the programmers needing to go to the very low level for some time. It's not like the PS2 architecture where you were required to code the VUs by hand and had also to cope with the GPU severe limitations. On PS3 they should have a good (if not great at first) compiler that will produce code that will use Cell correctly, and be able to use the good old OpenGL calls for the GPU.
Just my thoughts.
 
the original posting is apparently from the one on xbox.com forums. whether that 'dark cobra' is deadmeat or not i dont know.
 
Wow, is that really from a developer? I've never heard a developer curse like that. If true, then I am not surprized that you can't get the maximum peak of 2+Tflops. I mean why is he surprized? When has there ever been a system that could do its max THEORETICAL peak? I've just never heard of a developer getting pissed they can't get max Tflops out of a system. It's something that they should know it's pretty much impossible to do and second of all developers really don't care about getting their games to run at max Tflops...I mean wtf? It's not like they go...oh we're going to design this game to run at a max peak of 2Tflops and now we can't do it...LOL :lol

Having said that....I DO expect CELL to fall below expectations when it comes to gaming. That's already becoming obvious. I'm not surprized considering the chip was designed for other things as well.
 
jimbo said:
Wow, is that really from a developer? I've never heard a developer curse like that. If true, then I am not surprized that you can't get the maximum peak of 2+Tflops. I mean why is he surprized? When has there ever been a system that could do its max THEORETICAL peak? I've just never heard of a developer getting pissed they can't get max Tflops out of a system. It's something that they should know it's pretty much impossible to do and second of all developers really don't care about getting their games to run at max Tflops...I mean wtf? It's not like they go...oh we're going to design this game to run at a max peak of 2Tflops and now we can't do it...LOL :lol


B3D posters seem to doubt it is an actual dev as there are some glaring errors in the post...


BTW, here is the link to thread:

http://www.beyond3d.com/forum/viewtopic.php?t=24138&postdays=0&postorder=asc&start=0


Seems like its BS FUD :)
 
deadmeat/gosh said:
5X360's CPU == 240 Gflop with 1 thread per core, Ps3 CPU == 218 Gflop - TOTAL when you ADD the 2 threads running on the PPE... if we take the same standpoint as sony.... X360's CPU is 480Gflops... thats >2XPs3.... we just need the numbers on the GFX Cards."

:lol

Seems like classic deadmeat math to me.
 
deadmeat is the father of the super kairo. His parents were tragically assassinated by sony minions and since then, he has been on a mission, a mission to avenge his fallen rentz and bring down the evil empire. His secret weapon?? Bullshit
 
sonycowboy said:
:lol

Seems like classic deadmeat math to me.


Whether the post is real or not, I do have to mention that he's NOT saying that's how it is, but mainly IF they were to take the same approach as sony that's how things would look. He's saying that's NOT right.
 
jimbo said:
Whether the post is real or not, I do have to mention that he's NOT saying that's how it is, but mainly IF they were to take the same approach as sony that's how things would look. He's saying that's NOT right.

no, he is clearly saying that if u compare the 2 existing standards using the same scale as sony, that the x360 would attain nearly 2x the flops..... when in REALITY, it barely manages to do half the number the cell does (even MS concedes this point). So somehow, he conjured up a factor of 4. Deadmeat calculus at hand. lol.
 
Kleegamefan said:
Oh, F'Sho :D



Read the thread and formulate your own opinion :)

I think this tidbit from the B3D thread is all that needs to be said:

OpaOpa said:
I've heard similar complaints from a friend who works at Ubi. She does the webdesign for some of their games and was even thanked in Rayman 3. I won't reveal her identity but I'm sure more than a few of you visit her forum every now and again. SHe basically says the Cell is somewhat of a disaster and that is the real reason Kutaragi was demoted.

:lol
 
jimbo said:
Whether the post is real or not, I do have to mention that he's NOT saying that's how it is, but mainly IF they were to take the same approach as sony that's how things would look. He's saying that's NOT right.

Not really. The specs for the two CPU's are pretty derivable in a straight forward fashion and does give the CELL a big advantage in FLOPS. However, with alot of the CELL's parculiarities, it's going to be difficult to really get anywhere near high utilization (some of which is just as true for the 360's CPU.).
 
Tellaerin said:
I think this tidbit from the B3D thread is all that needs to be said:



:lol

First we get quotes from Deadmeat and now a quote from (sic) *** ***??? :lol :lol :lol

EDIT: Oh crap, what the hell?? you cant eve say the O word here???

Maybe this will work:

O
P
A

O
P
A
:lol


Whos next, Futami? :D

Its attack of the banned ex-GAFers!!!!
 
movie2_bg.jpg

"off the cuff example it may be... wrong it is not."
 
Kleegamefan said:
According to Deadmeat and *** ***...whoops....my bad:

O
P
A

O
P
A


it is 100% true....

First - I don't know what 0pa-0pa is. Neither do I know what 0pa-ag3s is.

Second - is this Deadmeat fellow reliable?

Third - this info sounds real and uh... not good for Sony fans.
 
OMG :lol :lol :lol

OpaOpa
Member


Joined: 11 Jun 2005
Posts: 7

Posted: Sat Jun 18, 2005 10:35 pm Post subject:
I've heard similar complaints from a friend who works at Ubi. She does the webdesign for some of their games and was even thanked in Rayman 3. I won't reveal her identity but I'm sure more than a few of you visit her forum every now and again. SHe basically says the Cell is somewhat of a disaster and that is the real reason Kutaragi was demoted.
 
Borys said:
First - I don't know what 0pa-0pa is. Neither do I know what 0pa-ag3s is.

Second - is this Deadmeat fellow reliable?

Third - this info sounds real and uh... not good for Sony fans.

If Ohpah-Aaege is Australia, then Ohpah-Ohpah is...uh...the guy that made Australia.

(He's also a guy that went insane and got banned from these here boards long, long ago...back in the Dreamcast days, actually)
 
When you use Futami, Deadmeat and

O
P
A

O
P
A

(all perma-banned from GAF) as your sources...then you are scraping the bottom of the barrel whether you know it or not...


This is just my opinion :D

P.S. it seems you cannot even say the "O" word here :lol
 
1. it's the Sony hype machine in question here, anyone who believes it's as powerfull as they say deserved the letdown they get.

2. No dev house as large as Activision said anything as negative publicly last gen.

3. unconfirmed source

4. grab the salt, we're going to need it, along with the popcorn for what's to come of this thread and gen.
 
SolidSnakex said:
Sure he is...As long as you find bitter Sega fans to be reliable when it comes to Sony products.

Thanks guys, I didn't know that, I'm kind of new to the GAF (since December 2004).

So why would someone fake a story like that? He must be really bitter... bitter to tha bone :lol
 
The poster makes some interesting points; however, some of his math is off, so you obviously have to take stuff like this with a grain of salt. I found this comment from Carmack interesting, though:

"The only comment I feel confident making at the moment is that software development will be much easier on the Microsoft platform because of the processor decisions they made. There are pros and cons to the graphics strategies of each platform."

Edit: And after reading through that thread, HARDLY everyone in that thread is shitting on the original poster.
 
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