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Interesting 'new' public PS3 GPU facts emerge

Well here's what I'm thinking, depending on how smart the IBM compiler is. On one of the passes it'll figure out the data dependencies of a given block of code and split that block up into independent sub-blocks. Then on execution with special instructions (inserted by the compiler) the PPE will delegate out those sub-blocks to the SPEs.
Auto-parellization is very, very far from a solved problem, especially in C/C++ (thanks to the way pointer aliasing works, figuring out a full data dependency graph is essentially impossible, without adding aliasing restrictions, which break a large amount of code). I highly doubt anyone will be writing normal serial code, and letting the compiler split it into threads for them, especially since the SPEs use a completely seperate memory space to the PPE (and hence the main game loop). Automatically parallelizing a program to run on an SMP system is hard enough - doing it automatically for a highly asymmetric system like CELL would be even harder.

What they're likely to have is something like OpenMP, that can explicitly denote parallelizable sections, and maybe a customised sub-language for dealing with SPE code, with intrinsics for DMA, etc, to make dealing with the memory model a bit easier.
 
Ummm, isn't CG a high-level shader language? Why would they push CG coding for SPE's that are built for more flexibility than just doing shader operations?
 
Developers will be able to code on SPEs with different languages/tools, C/C++ will not be the only option, just wait and see :)
 
Ken Kutaragi interview - translation by one said:
Part 1

Honda: To this day PlayStation have brought changes in gaming for each generation. First it brought real 3D graphics then PS2 reached the entrance to virtual reality. Then, what of gaming will PS3 change?

Kutaragi: PS3 is what we've managed to reach as the product that was thought as the goal when we founded SCEI. We don't manufacture PlayStation to play games, we've been running the company to exploit wonderful power of computers for entertainment. In the first generation we put a 3D graphics chip, in PS2 we put Emotion Engine. PS3 is not a game-oriented architecture. It's not a computer for children. In terms of a computer for entertainment that is our goal, it's like PS1 and PS2 existed just for PS3.

Honda: "Using computer power for fun", "want to create a computer designed for entertainment", these were the words often heard when the first PlayStation emerged. So, the dream you had in those days has materialized this time.

Kutaragi: PC have been a computer as a tool so far. It's only a port of various philosophies from mainframe to PC. Therefore the mainstream moved from desktop PC to note PC when certain performance was reached. In PC of today, both hardware and OS are made for business tools.

However, a computer as a business tool got matured, and then they went to the direction such as Media Center PC etc. that have media playback capability. It only imitates what consumer appliances have been doing already and is not built for entertainment.

In contrast to that, PS3 is a computer created to realize entertainment. Entertainment includes not only games, but also various factors, PS3 is a computer that has become to be able to offer functions useful for all of them.

So, with what kind of approach can we realize it? In the first PlayStation, we had thought how we could bring what SGI did (3D graphics) into homes as entertainment. Likewise, things which are impossible with human power, things only solvable with supercomputers, technology to analyze invisible places in the world - the approach in PS3 is to bring them into homes to use them for entertainment.

Because of it, we allied ourselves with IBM that knows supercomputers, co-developed CELL with Toshiba in the 3-company alliance, and created the new GPU with nVIDIA. Especially we could sympathize with nVIDIA very much, and I and Jen-Hsun (nVIDIA CEO) drew the future roadmap. The entrance of this roadmap is RSX. Those who aren't in the know seem to think it's an off-the-shelf PC GPU, but in reality, they are totally different in their architectures. Including Dr. Kirk (nVIDIA architect), all people at nVIDIA are visionaries actually. Also in that regard we sympathize with each other, and we are in talks to do new thing in the future. OTOH, nVIDIA Shader can exploit past assets as it has compatibility with various shading programs in the PC world.

Honda: After you resigned as Sony corporate VP, it looks you've regained your former attitude, like chasing dreams.

Kutaragi: As a corporate VP you are always required to judge various products you are in charge of. But now, I can concentrate only on PlayStation and can elaborate it. When you have more chances to see the products you'll find our elaboration in many places.

Honda: You used to talk about the concept of CELL or PS3 with grid computing as one of analogies. Since then it's been disclosed what kind of processor CELL actually is. How does the computing model of CELL that has networking functions by itself translate into a game console in future?

Kutaragi: In the next spring, CELL will start to enter homes as the form of PS3. Thought in it there are 7 SPEs, it may be seen only as one hardware from users. But since PS3 has Gigabit Ethernet from day one, you can connect CELLs right away at 1Gbps when you have more CELLs in your home. It can be a home server, or more PS3s, in various styles CELLs in home can connect with one another via network. With 100Mbps bandwidth, they can be connected even through internet.

Honda: Is PS3 itself rigged with such mechanism for CELL computing?

Kutaragi: Of course it'll be implemented in the Cell OS that's running on PS3. As you know CELL has a secure execution layer in the processor level, it has high security even in the case where they are connected through a network. The world where power of CELL connecting with one another through a network - we prepare it properly and it's implemented in PS3.

Honda: Yesterday I interviewed with Robbie Bach of Microsoft. About the difference between XBOX360 and PS3, he said XBOX360 is oriented to integer calculation and SMP which are natural progression in computing power as a general computer, and PS3 is an approach specifically meant for augmenting floating point calcuation. It's the viewpoint like while they respect the choice of PS3, for Microsoft also as a software vendor, XBOX 360 is more friendly.

Kutaragi: I can understand the approach where computing performance is augmented by putting several general-purpose processor cores. But what you can improve by higher integer performance is only general infomation processing application. It has more power as a general-purpose computer, but it doesn't change the level of entertainment. In contrast CELL is designed from day one to generate virtual things and phenomena in a computer.

(I omit Honda's comment about supercomputer and entertainment here)

Honda: What kind of power does Entertainment Computer need?

Kutaragi: The approach where improving computing performance as much as possible and combining GPU with it is just connect a PC with a TV and redesign packaging of a case, that is not new as a concept. XBOX was such a game console in its first generation too. But we want to create the future which was previously impossible by expanding computer entertainment more than ever before. At the press conference we showed the demo of ducks driven by physics simulation, it's just about generating a virtual world in PS3.

For us it's very acceptable that Microsoft invests in this area. But just upping output resolution of a conventional game console and improving graphics power don't expand the world of game consoles as of today. This is only XBOX 1.5 rather than a next-generation XBOX. Rather than replacing what existent game console vendors have been doing with high-performance hardware, I want them to find a totally new field by their own originality. If they do so, we can expand the world of computer entertainment together.

Honda: Though this is very rough point of view, it looks functions and performance required for home appliances are thoroughly analysed for target usage and are implemented very efficiently in silicon as PS3. OTOH XBOX360 looks like a very general and flexible hardware well expected from a PC software vendor.

Kutaragi: It's the culture of SCEI that sticking onto details we implement them one by one. Every part has elaboration and it's reflected in detailed parts of system architectures.

For example, RSX is not a variant of nVIDIA's PC chip. CELL and RSX have close relationship and both can access the main memory and the VRAM transparently. CELL can access the VRAM just like the main memory, and RSX can use the main memory as a frame buffer. They are just separated for the main usage, and do not really have distinction.

This architecture was designed to kill wasteful data copy and calculation between CELL and RSX. RSX can directly refer to a result simulated by CELL and CELL can directly refer to a shape of a thing RSX added shading to (note: CELL and RSX have independent bidirectional bandwidths so there is no contention). It's impossible for shared memory no matter how beautiful rendering and complicated shading shared memory can do.


http://pc.watch.impress.co.jp/docs/2005/0521/e305.htm
Part 2

Honda: It seems PS3 is designed and has the spec that can naturally exist in home as an AV appliance.

Kutaragi: It's of course. Because PlayStation is not a game console. I have never remarked that PlayStation is a game console. These days a display becomes fixed-pixel so there'll be more displays for home use that can output full HD in the real resolution. Thus it's natural move that it has 2 1080p outputs.

Honda: In the aspect of AV entertainment, what function does CELL computing that centers at PS3 offer us?

Kutaragi: Imagine we can realize the world where can easily use supercomputing power in home. CELL can realize it. PS3 and other CELL-embedded machines have the base for CELL computing through network. What's possible with a supercomputer?

For example, we internally call it as "ripening", if you lay a content in a storage server on a network, CELL ripens it when it's not used and improves its quality. For example it can ripen an SD resolution movie to up-convert to an HD movie with more details. Those contents are stored in "CELL Storage" that is a network stroage with Gigabit Ethernet and RAID. We have many plans but will certainly offer CELL Storage.

(Honda's comment: the same kind of upconverting a movie was demonstrated by Intel but they explained it requires a future many-core CPU. CELL will be able to do it and other wonderful things on a home network)

Kutaragi: In future CELL home server will be in home and it'll automatically maintain contents in CELL Storage. With the security function in CELL, you can rip a copyrighted material such as DVD and put it on a storage then can ripen it to be more beautiful.

Honda: When the era of digital contents comes in the mainstream, a home network will be filled with digital data. For example you can't sort digital camera pictures by yourself because they are too many. TV programs and music are like that too. How to maintain directories for those contents and how to search them may be solved by image analysis. Moreover, the part that visualizes results for analysis and search can be navigated plainly with 3D graphics in PS3 as a frontend.

Kutaragi: Don't worry, as it's what I want most, we'll start the development soon after we release PS3. Technologies for information analysis of movie, still picture, and sound have a tremendous number of methods including research projects not well known. With supercomputer power we can apply them in home.

Honda: As a control center of digital media, it's interesting that PS3 has an SD card slot as a default feature. It's a feature not seen in Sony (not SCEI) products, does this represent the open attitude in such an area as premium contents media distribution?

Kutaragi: Indeed there is an image that for Sony products only memory stick and ATRAC are allowed and outside technologies are ignored. But SCEI, and PlayStation, continue to use actively the world standard and what engineers in the world appreciate as the best things. So memory stick and SD card are the same. They are treated as equivalents and we won't go to our own way.

In terms of codec, as CELL has power to do realtime transcoding singlehandedly, it'll be non-significant in which format a movie is stored in a storage. You can use the best technology available in the time.

Honda: Though it must be difficult for you to tell the very price of PS3, will PS3 take the same depreciation model as the one of PS2? For instance PSP was cheaper than most expected.

Kutaragi: PSP was evaluated by many people as inexpensive, but still 24,900 Yen. Its cost model can have a feasible cash flow by the higher in-house development ratio and other factors.

The same thing can be said for PS3, but a far more number of PS3 will be sold if you compare it with PSP. But as I mentioned before PS3 has no consciousness as a game console. It was our goal that we wanted to sell a computer for entertainment with added values.

Probably in this generation, PS3, will be able to be sold even for 200,000 Yen for those who want the power. Those who want it won't judge by the price. Of course if it's the case not many people can enjoy it, but some people may think it's expensive if they think game consoles as the standard. However, PS3 is built as a product overwhelmingly wanted. Car and TV are like that. You can't help wanting it. Even we, who developed it, want it. We created such a product.

(Honda's comment: To complement Kutaragi, apparently SCE told partners that PS3 would be sold under 40,000 Yen. So far PS1 & PS2 were launched at 39,800 Yen so they are not very expensive. But, as PSP was launched at the "final price" that contains no further pricecut, PS3 may launch at 39,800 as the final price without pricecut in the near future. Anyway PS3 will be launched at a price well in the range of a common sense)

Honda: For the last question, can you show me concrete examples of the application of CELL to home appliances?

Kutaragi: In addition to the aspects I mentioned earlier such as image quality and searching digital media, automatically analysing still pictures to optimize it for printing, or when you have more CELLs in home, image quality in TV may be improved somewhere along the line unknown by a user.

Also, CELL Storage is important. Ordinary NAS is enough to store contents simply, but it's not that interesting. We make it analyze movies and sounds, and detect what they are, then add semantics. Though automatically adding semantics to things originally without metadata requires huge computing power, CELL will be the key to the problem.


Link
 
Nostromo said:
Developers will be able to code on SPEs with different languages/tools, C/C++ will not be the only option, just wait and see :)

Yeah, of course. It's just the language Sony is intitialy pushing/supporting.

Fredi
 
But, as PSP was launched at the "final price" that contains no further pricecut , PS3 may launch at 39,800 as the final price without pricecut in the near future. Anyway PS3 will be launched at a price well in the range of a common sense

Ooooh boy.
 
Cerebral Palsy said:
For the people saying that the Getaway demo was done all on CELL... I remember Sony playing a graphics demo done completely by Cell during the press conference. Why didn't that look even 1/1000000000000000000000000000000000000 as good as the Getaway demo, while much less was going on in it? Why didn't Sony use the Getaway demo instead to pimp how great of graphics Cell can put out on it's own without the GPU? You guys are full of it.

It (terrain demo) was an earlier STI demo and was also doing RT raycasting on CELL.... haha. Sorry to bust the bubble.

Cg on SPEs? How cool!
 
Vince said:
It (terrain demo) was an earlier STI demo and was also doing RT raycasting on CELL.... haha. Sorry to bust the bubble.

Cg on SPEs? How cool!

Did you just prove to me that the Getaway demo was all done on CELL? If so, you did just burst my bubble. Sorry for bringing up the question.
 
Alright, between Phoenix and arhra I'm convinced.


One last question though, while in general many things would be too hard to have automatically parallelized, what about matrix transformations? And if the teams are using Sony provided libs, then there's gotta be some low level threading found in those.

And for any aspiring game programmers, I think OpenMP would be a VERY useful thing to learn right about now.
 
Hitokage said:
A beowulf cluster of PS3s? ;)

If Maya or one of Maya's compatible renderer like RenderMan can use PS3's power just by connecting PS3's to my G5 ... and I'm actualy pretty sure they will make this possible someday sooner or later ... than I'm going to buy ten PS3's ASAP just for that! :)

Fredi
 
McFly said:
If Maya or one of Maya's compatible renderer like RenderMan can use PS3's power just by connecting PS3's to my G5 ... and I'm actualy pretty sure they will make this possible someday sooner or later ... than I'm going to buy ten PS3's ASAP just for that! :)

Fredi
IBM's already getting ppc64-bpa(read: ps3) arch support in linux... so I don't think it's out of the question. Why else include three gigabit ethernet ports standard? :)

www.alias.com said:
mental ray for Maya Satellite (Windows®, Linux®, Mac OS® X operating systems)
A new form of network rendering newly available in Maya 6.5 supplements the mental ray rendering capabilities in Maya with additional rendering power provided by the CPUs of other networked computers. Capabilities to use two additional CPUs are included with Maya Complete, and eight with Maya Unlimited. Now you can achieve faster interactive rendering, including IPR, and increase the performance of batch rendering (including command line), and pre-lighting to both textures and vertices.
 
commenting on his 'demotion' from VP of Sony corporate...

I don't think there's a doubt from anyone at Sony that Kutaragi is the most important man there. His job title might not be CEO, but his talents and abilities lend themselves much better to been a chief engineering architect, rather than a CEO of a sprawling electronics mega corporation.
 
Cerebral Palsy said:
Not trying to troll. Just pointing out the desperate lengths people have gone to keep their hopes alive. People who mostly have no clue what they are talking about.
Desperate lengths? It's Sony themselves that put their neck out on the line with these demos and have kept it there. This isn't about "hopes" it's about taking Sony's (and several 3rd party developers') statements about what they think they can achieve with the PS3 at face value. They have about a year to deliver on their stated goals. Check back in with you then.
 
In his talk he covered quite a few topics, and some of the bigger ones were that of the RSX and 90 nm products. Currently the RSX is still in development, and no actual silicon is available as of yet. Looking at Sony's timeline, I would expect the RSX to be taped out by the end of this Summer, and that first silicon will be available in late Fall. Once all the little problems are fixed and the design is working as it should, Sony will take over production and pay NVIDIA a royalty for the use of their technology. While overall revenue from this deal will be lower than the X-Box, NVIDIA will not have to worry about things such as production schedules, poor yields, and the other pitfalls of handling the production portion of a GPU. This will of course have a positive effect on net profits though, since this will essentially be "free money" from work previously done. Sony has laid out a good chunk of change for the current design work, and I would imagine that delivery of first silicon will be faster than I am quoting because Sony owns and runs the Fab that the silicon will be produced on (without having NVIDIA pay out the waazoo for an accelerated first run, you can expect Sony to give that product top priority in its Fab).

The demos that were running at E3 were apparently mainly running on SLI machines, as well as G70 parts. Marv talked about how these demos were run on an upcoming product with many similar capabilities as the RSX chip.So, while the RSX will have more features that are aimed at the PS3, we can expect this next generation of cards to nearly match the overall performance and feature-set of the RSX.

it is a distinct possibility that there could be essentially 32 pixel pipelines. I think we will also see a new multi-sampling unit that will be able to handle HDR content (unlike the current unit). Other things such as PureVideo will of course be included, and we will probably see a couple of new wrinkles. The "GT" version of this part could be clocked around 450 MHz, while the "Ultra" edition of this part will probably be 500 MHz+. Power consumption will still be around 6800 Ultra levels.


Link
 
it is a distinct possibility that there could be essentially 32 pixel pipelines.
NV40 has 16 pipelines and it weights 220 MTransistors, RSX is a 300 MTransistors GPU based on an improved NV40 archiecture,
how can it double its pixel (and vertex) pipelines with a 35% transistors count increase?
This would mean 6 VS and 16 PS on NV40 just takes 35% of real silicon estate..of course this is not the case.
RSX will be a 8 VS, 24 PS, 16 ROPs GPU, amen :)
 
Yeah, if those leaked G70 specs are correct, RSX should be a refresh/upgrade of G70, with higher clock, 90nm manufactiring and perhaps some other improved things, but similar (identical?) feature set.
 
Nostromo said:
NV40 has 16 pipelines and it weights 220 MTransistors, RSX is a 300 MTransistors GPU based on an improved NV40 archiecture,
how can it double its pixel (and vertex) pipelines with a 35% transistors count increase?
This would mean 6 VS and 16 PS on NV40 just takes 35% of real silicon estate..of course this is not the case.
RSX will be a 8 VS, 24 PS, 16 ROPs GPU, amen :)

220 MT with legacy parts and decoder - RSX is 300+ MT part, isn't it?

The most interesting part, though, is:

I think we will also see a new multi-sampling unit that will be able to handle HDR content (unlike the current unit).

;)
 
of course with only 300 million transistors, there is no way RSX could have 32 real pixel pipelines.

32 pipelines in total, yes (8 vertex + 24 pixel).

It is kind of disappointing that RSX is basicly a customed enhanced G70, which is essentially refreshed NV40 technology. only 2 full GPU generations (not counting refreshes) beyond the Xbox1's NV2A.

I was expecting PS3 GPU to at least be based on NV50 / NV5x - oh well.

PS4 to use NV7x ? :)
 
Doesn't Ati's R500 have 48 pipelines (unified at that, which can handle both vertices and pixels) with less than 300M transistors on main GPU core?

The most interesting part, though, is:
Indeed, the leaked G70 specs sheet mentioed "intellisample 4.0" technology, some were suggesting this would allow AA on HDR content and generally improved form of fast (or even free) AA.

I was expecting PS3 GPU to at least be based on NV50 / NV5x - oh well.
As long as the interesting/impressive features are there, I can't say I care. And the features are certainly there. Fast subsurface scattering, 16 and even 32bit bit framebuffer blending for HDR, etc, etc.
 
Marconelly said:
Doesn't Ati's R500 have 48 pipelines (unified at that, which can handle both vertices and pixels) with less than 300M transistors on main GPU core?

Nope, Marko, it's:

8 pipes
48 ALUs
96 shader ops per clock


Marconelly said:
Indeed, the leaked G70 specs sheet mentioed "intellisample 4.0" technology, some were suggesting this would allow AA on HDR content and generally improved form of fast (or even free) AA.

;)
 
Marconelly said:
Doesn't Ati's R500 have 48 pipelines (unified at that, which can handle both vertices and pixels) with less than 300M transistors on main GPU core?

They're not pipelines in the traditional sense. You could think of them as very cut down pipelines.

midnightguy said:
It is kind of disappointing that RSX is basicly a customed enhanced G70, which is essentially refreshed NV40 technology. only 2 full GPU generations (not counting refreshes) beyond the Xbox1's NV2A.

I was expecting PS3 GPU to at least be based on NV50 / NV5x - oh well

Maybe I'm slow, but I'm beginning to notice a pattern with your posts.
 
Nostromo said:
What are 'legacy parts'? I don't think NV40 has so much stuff we don't want to have on the PS3 (except the video processor..)

Oh, I think there'll be some interesting 'changes' from the NV40 architecture. That horrible Video Processor alone takes more than 20 MT.
 
What are 'legacy parts'? I don't think NV40 has so much stuff we don't want to have on the PS3 (except the video processor..)
Just guessing but perhaps the fixed functionality parts used in their pre-shader graphics chips that are kept on new chips due to compatibility with old software? I don't konw if it works that way or if DirectX/OpenGL takes care of that kind of legacy in software.
 
Then I'm sure they will (or at least should) strip at least the video processor (20M transistors for that? wow) Cell should be more than capable to perform any kind of video encoding/decoding as it's been clearly demonstrated already.
 
midnightguy said:
of course with only 300 million transistors, there is no way RSX could have 32 real pixel pipelines.

32 pipelines in total, yes (8 vertex + 24 pixel).

It is kind of disappointing that RSX is basicly a customed enhanced G70, which is essentially refreshed NV40 technology. only 2 full GPU generations (not counting refreshes) beyond the Xbox1's NV2A.

I was expecting PS3 GPU to at least be based on NV50 / NV5x - oh well.

PS4 to use NV7x ? :)

I think you are confusing some things about NV5X.

RSX has its roots in NV5X. We do define NV4X as a separate architecture even though by some simplicistic way of seeing things we could say it is an enhanced NV3X architecture ;).
 
Panajev2001a said:
I think you are confusing some things about NV5X.

RSX has its roots in NV5X. We do define NV4X as a separate architecture even though by some simplicistic way of seeing things we could say it is an enhanced NV3X architecture ;).


so, RSX is a mix of NV4X and NV5X technologies?
 
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