Arthur Gies... wrong? OH NO IT CAN'T BE
Impossible. After all this time?
Microsoft presented its new infrastructure developments at OCP Summit 2018. Last year, the buzz was around Project Olympus which was successful and deployed in Azure. This year, Microsoft’s contributions are focused on security and storage. We wanted to highlight Microsoft Project Denali for flash storage which may have major repercussions in the storage industry.
Microsoft Project Denali Background
Starting out the background information, Microsoft threw out some numbers. 30% of global flash output consumed by enterprise and cloud. Of that 30%, half is consumed by big cloud companies or roughly 15% of global output. Of that amount, Microsoft consumes “multi-exabytes” of flash storage each year. The message behind this is that Microsoft and other hyper-scalers are huge consumers of NAND flash and that it is a technology that makes up a large portion of the Azure infrastructure.
Since it is a large part of the Azure infrastructure, Microsoft sees challenges with the current generations of SSDs. Most of these challenges boil down to the fact that SSDs are designed as a tight product between the NAND, controller, and firmware rather than being seen as raw storage to a larger software-defined paradigm.
Microsoft Project Denali Challenges With Current SSDs In Azure
Microsoft acknowledged that every SSD supplier is driving innovation, but not necessarily in the same way. Project Denali is designed for cloud-first storage. Microsoft wants to be able to take advantage of new NAND and storage class memory as it becomes available. As such, it needs to disaggregate the current storage model and use software-defined data placement that works in tight coordination with the SSD.
Project Denali has focused on four main goals:
(Source: Microsoft Azure)
- Flexible architecture for innovation agility: Workload-specific optimizations, FTL managed as cloud services component
- Rapid enablement of new NAND generations: NAND follows Moore’s Law; SSDs: hours to precondition, hundreds of workloads
- Support a broad set of applications on massively shared devices: Azure (>600 services), Bing, Exchange, O365, others; up to hundreds of users per drive
- Scale requires multi-vendor support & supply chain diversity: Azure operates in 38 regions globally, more than any other cloud provider
Microsoft Project Denali Disaggregates Flash Model
Microsoft Project Denali is designed for the disaggregation of flash storage. Instead of all of the address mapping, garbage collection, and wear leveling happening on the SSD itself, Microsoft thinks that its Azure cloud workloads would be better serviced by managing the data placement at a higher level.
Microsoft Project Denali For Azure The Disaggregation Of Flash Storage
In this new paradigm, SSDs would still be responsible for the raw media layer, taking care of ECC and bad blocks. The new job of SSDs will simply be to present “perfect NAND” to the software layers above. Perfect NAND can be simplified is an array of NAND at a certain latency.
Microsoft thinks software can define address mapping, garbage collection, wear leveling. This is because it believes the application knows the workload pattern the best and can decide how to lay out the data on the device. Making applications or higher-level software aware means that software can be used to lower write amplification, lower costs, and better performance by exposing parallelism. Using this model, SoCs or FPGAs can be used to accelerate the storage tasks across broader arrays of NAND.
To the SSD vendors, this should sound terrifying. Many of the functions that these vendors use to differentiate essentially move up the software stack. If an SSD or NAND provider needs to only ensure that it is presenting NAND that is functional and will retain data, then it lowers the intelligence and value SSD vendors can deliver. Microsoft knows this and if you were looking to push cost out of a large deployment, this is one way you can do it.
Project Denali Prototypes to m.2 Deployment
This is a project that has been ongoing for years. Microsoft, Dell, Micron, Samsung, Seagate and others all have investments in a company, CNEX Labs that has been the primary developer of the new storage class. Over the years, it has provided a few different prototypes of what these devices can look like.
Microsoft Project Denali Prototype
On stage at OCP Summit 2018, we got our first glimpse of the first m.2 drive in the hand of CNEX Labs co-founder Alan Armstrong.
Microsoft Project Denali Prototype M.2
Those in attendance were told that this new m.2 form factor will be deployed in data centers this year. As you can see, the form factor has been miniaturized and better productized. Also, with deployment only months in the future, Project Denali is moving from the theoretical prototype space to something in use by potentially millions of customers in the next few quarters.
Other Perspectives on Project Denali
There are many implications of this technology, especially in the ecosystem. On stage, the companies were able to list a number of prominent partners for the project.
Microsoft Project Denali Ecosystem Partners
At the show, we asked several of the vendors what they thought of this. There was some concern over how much IP the NAND makers would have to share to make this work. Likewise, Microsoft is such a large flash buyer that this was seen as something that may end up being fact on that account.
While editing this article, we were able to speak to Robert Hormuth, CTO, VP/Fellow, Server & Infrastructure Systems at Dell EMC. His 30-second take is that this is certainly an interesting technology, but it is not quite ready for enterprise customers in its current form. He also said that Dell EMC is keeping an eye on the technology as it matures and will continue to evaluate it going forward.
We asked other hyper-scalers who were at the conference and they said they are interested to see what else comes from the project.
Final Words
We do not see this as taking over the consumer market or the lower-end enterprise market anytime soon. If you are dealing with a small number of devices and fewer users/ applications, the current model is both well understood and works well. Instead, we see this as a cost and performance push by the hyper-scale players as it leads to the commoditization of hardware. At the same time, for a large hyper-scaler like Microsoft that has CPU and FPGA fabrics widely deployed, Project Denali makes sense as a next-step solution for lowering costs and extracting value from a massive scale.
The PS5 price will be decisive to win the next generation and stay in the lead
PS5 WILL sell better than Xbox no matter what the price. PlayStation brand is simply way bigger and has massive worldwide appeal.
This will most likely be the case. But again, Microsoft is more interested in selling GaaS than consoles. It’s more lucrative.Agree.
PS5 can lose US to Nextbox but worldwide it will always sell better and launching near each other PS5 will never be behind.
Just like Jack Tretton said, they are going in great into the new generation, but competition is going to be extra tough this time around. Especially with new contenders entering the ring. It’s going to be a very interesting generation.Agree.
PS5 can lose US to Nextbox but worldwide it will always sell better and launching near each other PS5 will never be behind.
Quake 4 was unoptimized launch title, but without any doubts Xbox 360 GPU was comparable to high end GPU's back then, in fact it was first GPU with unified shaders. I remember one year before xbox 360 launch 2x Geforce 6800 ultra were used to run Unreal Engine 3 tech demo, yet xbox 360 run it on single GPU. Xbox 360 GPU was even faster than PS3 GPU that launched one year later (although CELL was helping GPU as well).2005 we have these graphic cards:
GeForce 7800 GTX (Jun 2005)
Radeon X1800 XL (Sep 2005)
Radeon X1900 (Jan 2006)
At that time the GPU power was not mensured with FLOPs... so there is no direct comparison.
But at time the Xenos was inferior in games to these GPUs.... it is just more advanced in terms of design.
Quake 4 never run at the same framerate/resultion than PC with these cards.
On Xbox 360 it runs at 1280x720 (no AA) unlocked 60fps (dips to 30fps).
I don’t disagree 360’s was more advanced.Quake 4 was unoptimized launch title, but without any doubts Xbox 360 GPU was comparable to high end GPU's back then, in fact it was first GPU with unified shaders. I remember one year before xbox 360 launch 2x Geforce 6800 ultra were used to run Unreal Engine 3 tech demo, yet xbox 360 run it on single GPU. Xbox 360 GPU was even faster than PS3 GPU that launched one year later (although CELL was helping GPU as well).
I agree, but that Xenos card was state of the art. Especially in regards to unified shaders.I don’t disagree 360’s was more advanced.
But high-end PC at same time delivered better graphics (resolution and framerate) even being less advanced (old tech).
It was based in the incoming new architecture (R600)... maybe it was the last time AMD surprised nVidia after they brought ATI... it took few years to nVidia delivery unified shaders at same level.I agree, but that Xenos card was state of the art. Especially in regards to unified shaders.
Yep. ATI was amazing back in the day.It was based in the incoming new architecture (R600)... maybe it was the last time AMD surprised nVidia after they brought ATI... it took few years to nVidia delivery unified shaders at same level.
You will get the light again and enjoy it.I’m excited about fast load times and stuff, but for me I’m not a geek when it comes to that stuff, I just care about the quality of the library of titles. For the PS5 I’m most interested in the OS and features. Is it easy to navigate? Easy to transfer saves and data and stuff? Customization other than themes would be nice.
And please for the PS5 controller, I love the dual shock 4, but get rid of that fucking light thing on the top. It’s novelty is fucking useless anymore
Please be “enlightened “.I’m excited about fast load times and stuff, but for me I’m not a geek when it comes to that stuff, I just care about the quality of the library of titles. For the PS5 I’m most interested in the OS and features. Is it easy to navigate? Easy to transfer saves and data and stuff? Customization other than themes would be nice.
And please for the PS5 controller, I love the dual shock 4, but get rid of that fucking light thing on the top. It’s novelty is fucking useless anymore
Yup, but things are different now. I am mostly bantering a bit and not completely serious, because obviously I have no idea what Sony and MS aim for.
And also we are still more than 1 year away from next gen console and things can change.
I am just being very conservative with my expectations because I don't think that pushing really hard is worth it, especially considering how bad AMD hardware scales when being pushed high. The thermals and power draw SKYROCKETS and I just don't see Sony buying super expensive top of the line 7nm chips to put into a mass market console.
So basically it comes also down to how good Navi really is, how high it clocks, what the thermals and power draw are and if it is possible to easily cool that in a console form factor.
For me it is all about the other things that the PS5 (and Navi aswell atleast the rumors) offers at this point. I am not that worried about raw TFLOPs, because it doesn't really mean that much. A good Navi architecture with 8TF would make me much more happy than hot and power hungry Vega with 12TF. (as long as Navi is architecturally superior to Vega that is)
Yes that is something I have been thinking about aswell.
Sony is in a perfect position. They definitely have money to "invest" into the Playstation and brand and I think they shouldn't try to make a super cheap console to manufacture but rather a high build quality console, with good components and take a small loss on it.
They will make much more from PSN and services and all that digital stuff anyways. (and of course physical game sales with the 30% cut they take).
Sony should leverage their lead and extend it.
As to how much RAM is the sweet spot I really can't say. I feel like between 2012 and 2017 the RAM usage EXPLODED and all those 2GB cards and 4GB PCs are basically useless nowadays.
But I have no idea if Sony can get away with 16GB for games or if they need 20/24. Impossible to say.
In general of course I always "hope" for more, but I know that the perfect console will never exist and there will always be better hardware and in the end Sony and the devs have to deal with what they got and they will make all our jaws drop either way.
I think that many websites will hail the PS5 if it comes in at 12TF as an absolute beast and monster and that mindset will jump onto the mass market customers.
Especially the comparison between PS5 and XboxNext will be "important". So I guess many customers will be confronted with it around the release time and what leads up to.
But I don't think that it matters much. Unless Sony screws up the PS5 will outsell the XboxNext even if it is like 40% slower, because of brand loyalty, Japan and Europe.
It also looks like Sony is doing exactly (atleast what I think) is right with the PS5. Backwards Compatability, ultra fast SSD, better hardware and now the only 2 remaining checkmarks imho are great AAA games and pricepoint.
Even most people that know what TF are and know roughly how they translate to gaming performance don't even know what that would actually mean (me included. For me there are just kind of a very vague performance number that is only really good for comparing GPUs with the same architecture)
In the end it will be for the devs to decide what they do with the resources they have at hand. I think the PS5 will be a very harmonic system with no real "obvious" bottlenecks, but rather a console that is pretty balance. I expect to see more options in games including FoV and fps/graphics settings like we have seen a couple of games trying to do 30fps better graphics/60fps worse graphics (or lower resolution).
I mean I guess it could be $399, but it certainly sounds like Mark Cerny wants us to expect a higher price point.
499$ sounds like the exact spot they will land on given what Shawn Layden said about the PS3 price and how that was a big mistake.
Considering inflation, cost of labor etc. then $499 in 2020 is not that much of a price increase over $399 in 2013. Maybe like $70 or so, but I think $499 is still fine for a console even though, like I said earlier in this thread, I think the $399 route + taking a loss and selling more consoles for a bigger consumer installbase is the better way to go.
Let's do a better explanation (I guess).
That is the actual CU in GCN up to version 5.1 (or 1.5.1):
* maybe the cache changed between versions but the numbers of units never changed until now.
What that means?
That means a CU in GCN has 4x SIMD-16 lanes per CU, or in easy terms, GCN has 4 goups of 16SPs in each CU.
To use these SPs you need to schedule waves of 16 processing instructions of the same type (the data can be different but the instruction needs to be the same).
That way the minimum you run in a CU is 16SPs per time and the max 64SPs per time but they needs to be in waves of 16SPs... trying to make it easy you need 64 same processing instructions send in 4 waves to fullfill a CU... if your code was not optimized for that then it will use 1, 2 or 3 waves instead of 4.
That generate inefficiency because you have a CU with 64SPs but most of time it is using 16, 32 or 48SPs only.
You need to optimize the code to take advantage and runs most of time with 64SPs at full work in a CU.
In simple terms, actual CGN schedule tasks in waves of 16SPs in a CU.
The worst case scenario a CU will use only 16SPs... best case scenario the CU will use 64SPs... there is the middle always in waves of 16 so 32 and 48 SPs being used.
What changes in the GCN 6.0 (or 1.6.0)?
The SIMD-16 wave is changed to SIMD-32 wave... that way you need 32SPs of the same type instruction being schedule in waves for a CU... the CU will always run with 32CUs or at max 64SPs... there is no middle and the wave is the minimum 32SPs.
That means more efficiency?
In terms... the change make the minimum your CU can be using is 32SPs instead of 16SPs in the past that indeed means the CU will be always at least being used at half-power while before it could be used at 1/4 of it power... that means less SPs per SP in idle (not doing anything).
But here is maybe the big issue... it is easier to group SPs in waves of 16 instead 32.
If you can't group 16 (old) or 32 (new) same type of processing instruction to make a wave then you will even to use only one SP send a wave of 16/32 that makes the power consumption increase in the new way because you will have always running a wave with 32SPs even when you need to use only one SP... before you needed only a wave of 16SPs running to use one SP.
So if the Scheduler is not smart (the magic needs to be here) to group waves of 32 instructions the perf/watt will decrease, the efficiency will decrease because it is easier to group waves of 16 than 32.
So you have two sides:
1) It become more efficient because it will always be using at least half of 64SPs in a CU.
2) It become less efficient if the Scheduler can't group waves of 32 instructions.
The biggest change that nobody is talking is how the Scheduler will do that magic to make the new GCN design more efficient.
Of course there is side advantages too like the increase in Render Output units.
You are still limited to 64CUs but the limit for others units increased:
4 to 8 SEs
64 to 128 ROPs
in the meantime i've done some rigorous research (asking dumb questions)
so it looks like the benefit of the new SIMD design is that you can do two different operations concurrently per SIMD
Launch PS4 was 348mm2 and xbone over 350mm2
Im confused, is the limit 40CUs or 64CUs?
Dude for the last time change your Damn font colori think i said that before but 300mm wafer prices have over doubled since ps4 launch days.
64 at least. might even be 128 now (if the limited was indeed a SE limit till now). but i wouldn't count on seeing any GPUs with a amount bigger than that anytime soon or ever. this would also lead to a geometry bottleneck once again.
I like how one text is white and the other is grey. LolDude for the last time change your Damn font color
IndeedAgree.
PS5 can lose US to Nextbox but worldwide it will always sell better and launching near each other PS5 will never be behind.
Indeed
Americans probably dont know that while xbox vs. Sony is kind of a battle in the US, rest of the world is like
Adult mma fighter(sony) vs. Disabled kid(xbox) = no chance to win and only few support the kid
I’m pretty invested in both sides And would prefer they be evenly matched. But even still games are money, not consoles.Indeed
Americans probably dont know that while xbox vs. Sony is kind of a battle in the US, rest of the world is like
Adult mma fighter(sony) vs. Disabled kid(xbox) = no chance to win and only few support the kid
Increased slightly at 7nm due to it being a new process, nowhere near double.i think i said that before but 300mm wafer prices have over doubled since ps4 launch days.
Yeah i expect 60 to 56CUs depending on yields64 at least. might even be 128 now (if the limited was indeed a SE limit till now). but i wouldn't count on seeing any GPUs with a amount bigger than that anytime soon or ever. this would also lead to a geometry bottleneck once again.
Was that still the case for mid to late gen games?You can find benchmarks for any game between PC and 360 with the high-end cards launched before 360 and all games will run on PC with better resolution, framerate and AA.
Years? The 8800GTX launched 1 year after the 360it took few years to nVidia delivery unified shaders at same level.
It was based in the incoming new architecture (R600)... maybe it was the last time AMD surprised nVidia after they brought ATI... it took few years to nVidia delivery unified shaders at same level.
Quake 4 was unoptimized launch title, but without any doubts Xbox 360 GPU was comparable to high end GPU's back then, in fact it was first GPU with unified shaders. I remember one year before xbox 360 launch 2x Geforce 6800 ultra were used to run Unreal Engine 3 tech demo, yet xbox 360 run it on single GPU. Xbox 360 GPU was even faster than PS3 GPU that launched one year later (although CELL was helping GPU as well).
Probably something like what happened with PS4 and XB1.I still wonder what the what-if machine universe would look like if Cell had been paired with a good GPU rather than a rush job. Something matching the Xenos, so at the end of the cycle when devs were using Cell well, it wasn't just to fill in for RSX being subpar. But I guess that's the same as asking "what if one console had every technical lead" in any generation.
If its soldered to the board does it really matter? They could always offer user replaceable cold storage.So we will be back to proprietary SDDs instead of standard SSDs
Or some sort of soldered fast memory (NVMe?) on the APU, and the "normal" you can swap hard drive?So we will be back to proprietary SDDs instead of standard SSDs
If its soldered to the board does it really matter? They could always offer user replaceable cold storage.
From the looks of it its not the SSD thats customized but the board with added hardware (memory controller, secondary procesor, sram, hw accelerator), so maybe it could be user upgradedable fast nvme.
What if soldered means faster performance and reduced cost?it would be a huge mistake for them to solder on the SSD to the main board, SSD's, while pretty awesome, only have so many IOPS before they start failing and without being able to replacement them down the road would basically guarantee all systems will become a expensive doorstop in the future.
Soldering on an SSD just seems like a terrible idea regardless of the benefits.What if soldered means faster performance and reduced cost?
Supposedly you could write TBs of data per day and the SSD would last 10years, besides the SSD will be used mostly for read which causes nowhere near the wear of write.
Edit: I hope is user replaceable but it wouldn't be unthinkable for it to be soldered either.
If its soldered to the board does it really matter? They could always offer user replaceable cold storage.
From the looks of it its not the SSD thats customized but the board with added hardware (memory controller, secondary procesor, sram, hw accelerator), so maybe it could be user upgradedable fast nvme.
explainSoldering on an SSD just seems like a terrible idea regardless of the benefits.
What if soldered means faster performance and reduced cost?
Supposedly you could write TBs of data per day and the SSD would last 10years, besides the SSD will be used mostly for read which causes nowhere near the wear of write.
From what i read online other components would crap out before the SSD dies.I personally would prefer the drive to be removeable, even it if costs a tad more and has slightly less performance since I know it will eventually wear out, some faster than others. I know the top of the line NVMe drives right now have a read speed of 3,500 MB/s which I would be totally fine with!
If its proprietary, it wont be upgradableSounds like the PS5 will have proprietary internal storage...
Prepare to pay a pretty penny for an upgrade!
Sounds like the PS5 will have proprietary internal storage...
Prepare to pay a pretty penny for an upgrade!
But COD 2 benchmark you have linked shows average 40 fps in 1280x1024 x4. If you would lower AA and resolution to xbox 360 target, you get close to xbox 360 result.I don’t disagree 360’s was more advanced.
But high-end PC at same time delivered better graphics (resolution and framerate) even being less advanced (old tech).
You can find benchmarks for any game between PC and 360 with the high-end cards launched before 360 and all games will run on PC with better resolution, framerate and AA.
Ive compared both side by side and 360's version actualy runs better than my X2 4800+ / 7800GTX 512mb running the game,360's runs with 2X AA / No AF and Vsync enabled, When I run COD2 on my PC with those settings @ 720p (1280x720) the only way it competes is if I disable Vsync ,with vsync enabled the framerate hovers around 30fps-40fps. Graphicly both versions seem identical when running PCs at above settings.