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#12701 | ||
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Senior Member
Join Date: Jun 2003
Posts: 2,571
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Aaron Spink speaking for myself inc. |
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#12702 | |
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Senior Member
Join Date: Jun 2003
Posts: 2,571
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Also it is important to remember that both xbox360 and ps3 were underspec'd when they came out and were on the wrong side of a technology transition. They both had ridiculously low amounts of memory even at launch. Something both the devs and MS/Sony have been banging their heads against for 8 years now.
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Aaron Spink speaking for myself inc. |
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#12703 |
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Senior Member
Join Date: Jan 2012
Location: Leicestershire - England
Posts: 1,491
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Right so it is worth having simd engines. And the guy who says consoles had low ram = no comment..just think back to when box 360 was released and the graphics cards around and the price of said cards compared to price of console...
I think 8gb of ddr 4 unified on a 256bit bus is too good to be true, however that would be proper next generation alright. Right so we have established that having simd engines work well, the question is whether we should use lots of smaller cores low clocked with 128-256bit simd, or 3-4 much larger higher blocked cores? |
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#12704 | |||
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
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Add in the typical 1GB-2GB that standard gaming rigs had in 2005 and then yes, the Xbox 360 was on the lower end. The PS3 in 2006 more so. My 6800GT had 256MB in 2004 and I also had 2GB in my system. It is harder to compare launch pricing on various GPUs due to the enthusiast models having a heavy premium while the 1 step lower models with 10% less performance can cost over $100 less. The trend toward massive price drops a month or two after the launch -- even though the IHV and the OEM and Retailer are all making a profit. Quote:
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And having SIMD is good, the question is do you go with 6 cores with robust SIMD units or do you go with 4 cores with solid SIMD and shift all that real estate to the GPU. All the talk about Xenon: yeah, it stunk in a lot of ways but code vectorized on it per the same developers dissing it say it can compete head to head with modern processors. So a solid vector unit is a must, but the question is how much space do you dedicate to the CPU and what do you get out of it.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#12705 | |||
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Senior Member
Join Date: Jun 2003
Posts: 2,571
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The average computer today ships with around 6-8 GB of memory and 1-2 GB of VRAM. For a realistic 8 year life span, the consoles absolutely need 4GB minimum and are much better off with 8GB. New game engine are targeting 64b primarily and between 4-8 GB of memory which is only going to increase over time. Given the rate at which low cost PCs are increasing graphics performance, consoles need fairly reasonable graphics performance and around 8GB of memory if they don't want to see their lifetime cut significantly. Quote:
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Aaron Spink speaking for myself inc. |
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#12706 |
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Senior Member
Join Date: Jan 2012
Location: Leicestershire - England
Posts: 1,491
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@acert..yes gaming rigs had 2gb of ddr ram, but that was system ram barely used in gaming for the time, a high end very expensive graphics card had 512mb of gddr3 by the time box360 was announced mid 2005...and those cards were in short supply and cost more than the box it's self....someone mentioned a few pages back that the ram alone cost $60 or so which is a crazy price, the system was well balanced and proof will be that £250xbox 360 games looked just as good if not better than a £2000 PC for its time.
Xbox sold for a loss it was that advanced for its time and price point, although you can't expect a little white box selling for £250 to be ahead of the pc world for too long..that's unreasonable. You have to put things into perspective. |
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#12707 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,223
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GDDR3 is old (it's what is on the 6800GT) yet new graphics cards are still coming with it.
currently the only cheap Kepler card uses it. I'm sure there's no problem about getting gddr5 for the next 8 years, considering there's no actual replacement for it : no gddr6 is on the horizon. only ddr4 is the contender but will really be on the mass market in 2015 or 2014. ddr4 on the next gen consoles? it sure is tempting but can be underspecced and in short supply. with slowest ddr4 having the speed of fastest ddr3. a combination can be good but I'm thinking of 64bit ddr3 or ddr4 + 128bit gddr5. |
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#12708 | |
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Registered
Join Date: Jun 2012
Posts: 2
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Microsoft joined Hybrid Memory Cube Consortium .. I think will wait till 2015 for the next Xbox... considering also the economical situation. http://www.engadget.com/2012/05/09/m...be-consortium/ http://systemwars.com/forums/index.p...d-memory-cube/ |
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#12709 | |
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Member
Join Date: Apr 2007
Location: Australia
Posts: 668
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just look at the difference between the E-350 (w17 watt) and trinity @ 35 watt (cant find 17wat benchmarks). we can predict the 17watt trinity's performance just look at the CPU clock differences 2.3 turbo to 3.2 for 35 watt vs 2.1 to 2.6 for 17watt. So at worst it has 81% of the clock rate and 80% of the mem bandwidth ( 1666 vs 1333). you then look at http://www.anandtech.com/bench/Product/600?vs=346 for 35 watt trinity vs 17 watt e-350. your looking at the E-350 having around 30-35% of the performance of trinity at 17watts. thats a mighty long gap to bridge and that gap will grow bigger with steamroller. thats without even thinking of any of the additions Sony might want to the core. Last edited by itsmydamnation; 23-Jun-2012 at 09:36. |
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#12710 | ||
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Senior Member
Join Date: Mar 2003
Posts: 2,457
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#12711 | ||
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Member
Join Date: Apr 2007
Location: Australia
Posts: 668
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if this is going to be another 6-10 odd year gen, initial yields are only a small part of the equation. also when you went and added all the stuff for your 128/256bit FP unit you just made your core a whole lot bigger as well. the plus side for AMD is if the PS4 core has all the features of the steamroller APU SOC, if defects stop it being a full PS4 it can be sold as a Dual core APU. Quote:
edit: this thread has a million views!!!!!!!!!
Last edited by itsmydamnation; 23-Jun-2012 at 10:41. |
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#12712 | ||||
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Senior Member
Join Date: Mar 2003
Posts: 2,457
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Developers on this forum have repeatedly talked about bandwidth limitations hampering their efforts on the 360. Reducing bandwidth further, while also adding the wider main memory bus that MS were so keen to avoid, might have been a net loss for the platform (almost certainly from from MS's pov). Quote:
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In late 2006 Nvidia released the super top end 8800GTX with 768 MB of ram. Most "enthusiast" gamers were grubbing around with the 320, 384 or 640MB 8800 models though. The X1900XT had 512MB. I don't recall seeing consumer GPUs with 1GB of ram until 2007. The 2900 XT 1GB edition with its 512-bit memory bus (lol) springs to mind first (because it was both costly and a bit rubbish). |
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#12713 | ||||
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Senior Member
Join Date: Jun 2003
Posts: 2,571
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Aaron Spink speaking for myself inc. Last edited by aaronspink; 23-Jun-2012 at 12:22. |
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#12714 |
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Member
Join Date: Apr 2007
Location: Australia
Posts: 668
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will agree with you on that, games like FF XII look good even today ( really nice on PCSX2 with high rez and AA).
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#12715 |
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Senior Member
Join Date: Jun 2003
Posts: 2,571
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stacked/wideio dram makes sense from a FB perspective, but doesn't really have the capacity required to be an overall solution.
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Aaron Spink speaking for myself inc. |
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#12716 | |
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Registered
Join Date: Jun 2012
Posts: 2
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To me it's much indicative... but it indicate also the new console will come in 2015. |
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#12717 |
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Join Date: Feb 2002
Location: Cleveland
Posts: 4,501
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Repeating the same HMC stuff over and over again does not add any value to the discussion. Please stop it with these repetitive posts.
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IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
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#12718 |
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I don't see why not ... as long as you can make say an 8 or 16 stack of DRAM with reasonable yields that is.
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Cinematic is the new streamlined. |
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#12719 |
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Senior Member
Join Date: Jan 2012
Location: Leicestershire - England
Posts: 1,491
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sorry in advance for being a noob...what the hell is this stacked ram anyhow?
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#12720 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
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Quote:
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#12721 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,159
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I don't really see how stacks of high performance memory would be feasible anyhow. We know that individual high-speed memory chips can burn several watts apiece, you put a bunch on top of each other and cooling that stack is going to be a damn bother.
Stacking low-performance RAM for use in compact devices where board space is a premium sounds like a hell of an idea, but for a console or anything performance critical? Seems dodgy to me.
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#12722 | ||
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Member
Join Date: Aug 2011
Posts: 376
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#12723 | |
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Senior Member
Join Date: Jun 2003
Posts: 2,571
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In both cases, outside of the embedded space, you would be looking to use it as a very high bandwidth high capacity cache but with some significant latency increases compared to on die cache (the core of the design is still dram and as such still would have dram device like latencies aka 10s of nS) but it would or should still have lower latency than actual DRAM with all of its overheads. Realistically you would be looking at 128-512 MB per device. Depending on your stack height with HMC, you could probably get 5-8 dies stacked ideally, with MCM'd dram, you are probably looking at 2-4ish devices. With the MCM'd dram you are probably looking at 2-3 gb/s per dram device which works out to 128-196 GB/s per device. Depending on design it could either be used as a cache or a MM scratchpad. Either way it has a lot of potential both in embedded, graphics, and servers. For graphics, having a ~512MB-1GB 256-512 GB/s scratch pad to use for things like intermediate results and front/back buffers has a lot of advantages. It also allows you to significantly reduce the bandwidth demands on your main memory pool. It isn't hard to imagine a GPU with a 128-192b DDR4 main memory with a HMC/MCM'd high bandwidth scratch memory. For servers, it allows things like relatively cheap and effective 1-2 GB L4 caches. For embedded it reduces board space significantly esp with HMC.
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Aaron Spink speaking for myself inc. |
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#12724 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,223
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it would have similarity with the xbox 360's daughter e-dram, actually. xbox's edram is an incredibly fast piece of memory, though small and the HMC could be even faster. in the xbox it has ROPs included though, so it is some kind of "smart memory" ; could the same model be followed with HMC, I don't know.
off-die caches also have precedents, implemented in differing manners : pentium pro, pentium II/III, IBM's big multi-chip modules (such as the one with four POWER5 and four L3 dies, it was beautiful) I wonder how HMC compares with these, and how the data links look like. |
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#12725 |
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Senior Member
Join Date: Jan 2012
Location: Leicestershire - England
Posts: 1,491
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@ acert: The two things are not related so I don't see what you mean by putting things into "perspective"...
Last edited by Shifty Geezer; 24-Jun-2012 at 10:07. Reason: Cleanup aisle three |
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