Panajev2001a
GAF's Pleasant Genius
Argyle said:Kinda like how the PS2 without vector units was only about as powerful as a Dreamcast...
Actually it would be slower if you used the scalar FPU alone: 0.6 GFLOPS vs 0.9-1.4 GFLOPS.
Argyle said:Kinda like how the PS2 without vector units was only about as powerful as a Dreamcast...
Marconelly said:Hasn't it been said that it has two cores, or is that article pure BS?
http://www.nytimes.com/2005/02/07/technology/07chip.html
doncale said:yeah I'll bet most early first generation PS3 games only make use of the PU aka PPE (the POWER cpu core) plus the nvidia GPU, avoiding to use the multiple APUs aka SPUs aka SPEs. using the SPUs to divide up processing tasks is going to be a bitch, no matter what STI says. even if they provide better documentation than Sony did during the early days of PS2.
take away the SPUs and you have, basicly an Xbox2 :lol
[/wild speculation]
Kleegamefan said:So is a 4 Processor Element CELL configuration (as in 4 PPEs and 32 SPEs) totally out of the question for PS3???
Could someone explain to me why this is (serious question, no sarcasm here) and what limits it to 1 or 2 PEs?
doncale said:I suppose a 4 PE-Cell CPU is not totally out of the question. it just seems *very* unlikely now.
to put it simply, 4 PEs would make a very very large chip. even on 65 nm
(but maybe not so bad on 45 nm?) probably too large to manufacture at reasonable cost and yield. thus a 1 or 2 PE Cell CPU is the most likely option at this point.
but then, why couldn't we have two seperate chips with 2 PEs each? or 4 seperate PEs ?
give the CPU-system a single chip with 2 PEs on the die and another 2-PE die to be the geometry processor that sits next to the Nvidia GPU(s) like ELAN next to the PowerVR2DCs in Naomi2.
or give the CPU-system 2 seperate PEs. and another 2 seperate PEs for the front end of the GPU(s)
there are a million ways the PS3 could be ultimately configured.
Panajev2001a said:Do you realize how much R&D money Sony as a whole has put into Blu-Ray ? Including a Blu-Ray ROM drive into PlayStation 3 would help Blu-Ray as a format, give more hype points to layStation 3 and reduce the cost of blu-laser solutions for Sony as it would increase a lot the manufacturing volume of said solutions.
They have already developed an optical pick-up system that combines CD/DVD/Blu-Ray reading capabilities into one single device, they know what they are doing.
sonycowboy said:Sony said the PS3 would have the broadband engine which was to be composed of 4 cells.
Doom_Bringer said:ok
Any Blu Ray players out in the market that can read cd and dvds? If so, how much do they cost?
Any Blu Ray players out in the market that can read cd and dvds? If so, how much do they cost?
Kleegamefan said:Well...how large is Intel's Montecito chip because THAT badboy has 1.72B transistors and it too is on the 90nm process..
One CELL is "only" 230M or so transistors so 4 of them would still undercut Montecito by a wide, wide margin...
ThirdEye said:Did they? I don't think so.
Panajev2001a said:Yes IMHO.
Three reasons:
1.) chip size.
2.) power consumption/heat dissipation.
3.) the extra money is better spent on other components.
Currently you would need a 800+ mm^2 chip to realize a 4 PEs+32 SPU's/APU's configuration and maybe even a larger area than that (you need a wide PE to PE bus system) using 90 nm technology.
Scaling it to 65 nm could in theory reduce the area down to maybe 400-450 mm^2, but not down to the 200-224 mm^2 level I think SCE wants the CPU to be at to have good yeilds and not too high manufacturing costs.
Using an MCM solution would not be cheap either: it allows to put more chips in a package where they would not fit in a single die, but that does not mean it is free.
fugimax said:Maybe it's been said already, but a GFLOPS rating means nothing without regard to the instruction set, etc. People are talking about the low number of transistors Cell has compared to the next Intel chip, and while some of the criticism of Intel is true, all those extra transistors are performing some logic in a way Cell cannot.
GFLOP is just a generic measure -- what *is* a floating point operation? Well, I can make a 1 TFLOP CPU easily...it can't do much, but it'll be rated as such.First, the GFLOP number is of course a theoretical peak, but it is derived from the available instructions.
That's not what I meant really. I just meant to say that full-blown Intel chips, using more transistors, can execute and manage more complicated logic. This is true of even the PE, not just the SPEs.Second, the SPEs aren't general purpose processors - of course the instruction set will be limited compared to a full blown Intel processor. No one ever expected differently (?)
fugimax said:Ultimately I think Cell's performance will be weaker than most expect right now. Mostly from developers not being able to program for it efficiently. The tools for Xbox2 are much more advanced than anything Sony has ever done.
fugimax said:GFLOP is just a generic measure -- what *is* a floating point operation? Well, I can make a 1 TFLOP CPU easily...it can't do much, but it'll be rated as such.
fugimax said:That's not what I meant really. I just meant to say that full-blown Intel chips, using more transistors, can execute and manage more complicated logic. This is true of even the PE, not just the SPEs.
First, your assuming. Never do that...especially not with Sony.How do you figure? I would assume that Sony and nVidia are working closely on the whole toolchain and nVidia's developer relations are THE best - without question of any kind. Next, most developers are moving over to a variety of 3rd party rendering/game engines and as such it is more likely that optimal output will be possible through collaboration between nvidia/sony and 3rd party engine developers such as Renderware, NDL, etc. While there will of course be developers who roll their own solutions - the industry as a whole is outsourcing the development of technology to more dedicated engine developers.
fugimax said:First, your assuming. Never do that...especially not with Sony.
Second, remember that Microsoft is a software company. From what I've seen/heard, Xbox2's development tools are making developer's jaws drop. The challenge for next-generation tools is making extensive thread-safe libraries that parallelize well. I agree with the idea that developers no longer want to build everything from the ground up. Sony/nVidia's answers seems to be "let 3rd party engine developers do it for them," while Microsoft is saying "here, use this.." Microsoft isn't providing engines or anything, but they are making it very easy to build one.
For getting on the TOP500 list there is, yes...they use a benchmarking program (linpack i think).I'm pretty sure there's a standard way of counting these things..
A Power4 or Power5 derivative I assume...probably actually some hybrid form. The Power series of chips are great -- my dual 2.5gHz powermac screams -- but there are some design flaws with ppc in general to which I'm referring. Mainly prediction/collision issues.Well a PE has a Power core on there. I don't know how it compares to other Power cores (I don't think anyone knows for sure yet). But some may take issue with the suggestion that Power chips don't do as much stuff as, or aren't as complicated as Intel processors![]()
You do realize IBM is helping Microsoft too....yes?Don't you forgot that IBM is in the mix ? Sony is less experienced, but IBM and NVIDIA can help.
IBM is more experienced in massive parallel systems than Microsoft.
fugimax said:You do realize IBM is helping Microsoft too....yes?
He's not really assuming much. That Renderware-like tools will be used is a given. EA, and some other bigger companies have already secured themselves into such deals, and I even remember some EA people saying that they don't plan to use Microsoft's XNA, but rather their own tools.First, your assuming. Never do that...especially not with Sony.
IBM + Microsoft seems like a better team than IBM + Sony/nVidia, yes. IBMs technical knowledge of the power core with Microsoft's extensive ability to create developer-friendly tools seems good to me. And like I said, from what I've seen so far, things look good.Do you mean
1. IBM helps Sony -> Nothing special
2. IBM helps Microsoft -> Everything great
I was referring to his comment about the toolchain, not that third-party companies will create engines -- of course the will. The only problem there is that developers usually give up control / power to utilize such engines and games can start to look/feel the same.He's not really assuming much. That Renderware-like tools will be used is a given. EA, and some other bigger companies have already secured themselves into such deals, and I even remember some EA people saying that they don't plan to use Microsoft's XNA, but rather their own tools.
Dylx said:![]()
Id be smiling too if i made it into history as one of the first people to hold a buttload of cells![]()
Cell +1 for sony
fugimax said:IBM + Microsoft seems like a better team than IBM + Sony/nVidia, yes. IBMs technical knowledge of the power core with Microsoft's extensive ability to create developer-friendly tools seems good to me. And like I said, from what I've seen so far, things look good.
On top of this, it's ultimately IBM/Sony's responsibility for putting out development tools for Cell. I doubt nVidia will be contributing much in terms of CPU tools, which is going to be the real issue this generation.
Some developers will utilize 3rd party engines, some will make their own, just as they do today. Tools have never proven to be much of a problem, and even the most ridiculous hardware designs (like Saturn) have been utilized to their fullest. At the end of the day, more powerful hardware will give you the best results, and tools can only improve over the time to make it easier.I was referring to his comment about the toolchain, not that third-party companies will create engines -- of course the will. The only problem there is that developers usually give up control / power to utilize such engines and games can start to look/feel the same.
I doubt IBM will do much aside from provide a good compiler. Developing libraries is going to be all Sony/nVidia. I respect nVidia, but definitely not Sony when it comes to developer support -- and I doubt they are the one's in charge.Sony might be arrogant during the PS2 launch period (Japanese only tools translated to English), but I suppose this round the tool set will be mainly from IBM (and then translated to Japanese) and NVIDIA (for the 3D tools and the GPU part).
Perhaps if you read some of the developers interviews in the past few years, your opinion could change. SCEA, much like Microsoft, has a dedicated team of people helping developers get the best out of hardware, and I've seen praises for those teams on many ocasions, reading that Game Dev magazine.I respect nVidia, but definitely not Sony when it comes to developer support
fugimax said:I doubt IBM will do much aside from provide a good compiler. Developing libraries is going to be all Sony/nVidia. I respect nVidia, but definitely not Sony when it comes to developer support -- and I doubt they are the one's in charge.
Well, I think it will be (Xbox 360 probably too). Toy Story was the first CG movie, it's "graphics" aren't nearly as advanced as recent CG movies such as Finding Nemo...doncale said:PS3 wont be doing Toy Story graphics, not in its wildest dreams. try thinking more along the lines of PS1/PSone prerendered CG FMV scenes. at best.
Look at their past relations with companies. Particular to the power cores, look at their relationship with Apple. They provide the hardware and a compiler. They help by providing info for making performance analysis tools, but that's about it. I don't expect their relationship with Sony to extend past this.Well, that's your doubt.
Enigma said:Jeez, judging by some people you'd think 4.6Ghz was locked in stone as the PS3' speed... instead of the chip's max production number.
http://ps2.gamespy.com/articles/585/585956p2.html
Interesting article on Gamespy:
"As an ex PC Magazine lab rat, it was a really exciting presentation to watch. For most gamers, though, there were three things that stuck out.
The first point concerns piracy. CELL is a security-enabled architecture, meaning it has security features on chip. Piracy has typically been combated by software solutions. Tom Halfill on Microprocessor Report says, "A lot of (piracy) techniques rely on one application being able to access the same memory region as another application. With CELL, you can't do that because memory regions are locked down by the application." Publishers are sure to love this feature since it's another way to protect their software, though there might be concern on the development end with how much processing power this takes. For gamers that indulge in pirated goods, it looks like the PlayStation 3 will be the toughest console to crack to date."
Good news if this speculation is correct.
Enigma said:Jeez, judging by some people you'd think 4.6Ghz was locked in stone as the PS3' speed... instead of the chip's max production number.
sonycowboy said:I believe the security is to prevent other concurrent applications from modifying data from another applications workspace. This doesn't really apply to a single application protecting it from itself, does it?
However, game developers contacted by GamesIndustry.biz downplayed speculation that the PS3 would be incredibly difficult to program as a result of the new architecture, saying that the main difficulty would be the move to a multi-core system - a design shared by the Xbox 2 and almost certainly by the Nintendo Revolution.
The game development model which is used for PlayStation 2, where a few programmers work directly with the low level code to create libraries for specific functions and other developers simply use those libraries, masking the complexity of the underlying system, is likely to work just as well on PlayStation 3, while the prevalence of middleware such as Criterion's RenderWare or the Havok physics engine will also make the transition less painful.
Another factor fingered by developers is the fact that Sony's PlayStation Portable libraries and documentation have been widely praised by those working on the system, indicating that Sony has learned an important lesson from the PS2 launch - where much of the development difficulty lay not with the system itself, but with poorly translated (or un-translated) documentation and difficult to use libraries.
Nerevar said:well, yeah, doing what you're asking (a single application protecting it form itself) would be somewhat difficult, considering that most applications have to access and modify their own data stored in memory at some point.![]()
fugimax said:I was referring to his comment about the toolchain, not that third-party companies will create engines -- of course the will. The only problem there is that developers usually give up control / power to utilize such engines and games can start to look/feel the same.
segasonic said:Well, I think it will be (Xbox 360 probably too). Toy Story was the first CG movie, it's "graphics" aren't nearly as advanced as recent CG movies such as Finding Nemo...
Wow, that was... stupid.Vashu said:Hmz.. PS3 easier to program for than Xbox2/360 and Revolution? To most devs the answer would be yes according to this GamesIndustry.Biz piece.. Don't know if it's been posted here though...
Whole article can be found here: GamesIndustry.biz Cell article
So they are saying that PS2 (and so PS3 too) is easy to program because you can use middlewares and/or have some low level programmer do the dirty work for you ?The game development model which is used for PlayStation 2, where a few programmers work directly with the low level code to create libraries for specific functions and other developers simply use those libraries, masking the complexity of the underlying system, is likely to work just as well on PlayStation 3, while the prevalence of middleware such as Criterion's RenderWare or the Havok physics engine will also make the transition less painful.