If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#151 | |
|
Senior Member
Join Date: Feb 2002
Posts: 2,636
|
Quote:
|
|
|
|
|
|
|
#152 |
|
Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
|
I don't deny it can be made to work, but my point is that ease of use just got thrown out the window.
The idea that a CPU is as good as a hardware vertex unit is false IMO. Its may do the job but to get VS3.0 functionality out of a CPU is hard, not because of FLOPs or functionality but memory latency. As for Cell context switching I'm not convinced, we have to assume the 128K local RAM is shared among contexts (no way it could be saved/restored in time). We still have 2K of register to save/restore, assuming 128 bits per cycle read/write (to L1 cache I suppose) thats 32 cycles (16 per way) unless we have hardware contexts. Thats assuming hardware switching, if its actually software involving a PU interupt, then we have at least 10 cycles latency for the PU to react. |
|
|
|
|
|
#153 | |
|
Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
|
Quote:
You just needs lots and lots of contexts (and a seriously good memory system). You have to stop thinking like a CPU where 8 contexts would be considered alot. |
|
|
|
|
|
|
#154 | |
|
Senior Member
|
Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|
|
|
|
|
|
#155 | |
|
Join Date: Apr 2002
Posts: 2,158
|
Quote:
|
|
|
|
|
|
|
#156 | |
|
|
Quote:
TRUE, but APUs run on 4.6 GHZ in cell, while in gpu VS run 800MHZ cell will faster, in gpu more pixelshader will faster than ati's gpu sony save transistor count with this method |
|
|
|
|
|
|
#157 | |||||
|
Senior Member
Join Date: Feb 2002
Posts: 3,266
|
Quote:
Quote:
Anyway if they did something, you would already seen this annoucement earlier. Quote:
Quote:
Quote:
If I am speculating, for all we know, Sony owns solution could be superior to NV, but it broke the bank, and downgrading their solution, made NV solution a better performer. That could be why they go with NV. But Sony would have a fixed range for PS3 budget, that they wouldn't break. That's not a speculation, that's just real world. Sony is building a PS3, not a bridge. |
|||||
|
|
|
|
|
#158 |
|
Senior Member
|
Look, sometimes budgets are increased if there is the need.
If you planned to spend $35,000 on a BMW 3 Series, but you see that for the model you want is either $1,000 more or a Yugo, you spend the extra $1,000. According to your reasoning, V3, PSP would have never been launched in Japan this December, they would have delayed the launch as the budget they thought was good for it had to be majorly revised: PSP was pushed through the fabs in December because Son y wanted to hit the launch date even if it would cost them a lot of money (some hardware bugs had been recently fixed and to posh the amount of units through their manufacturing plants costed a premium in that period: the volume was quite low). Sony will not lose an infinite amount o money on their hardware, but they still can adjust their decisions on how much they plan to lose per unit and how soon after launch these losses can be lowered. Also, V3... neither Toshiba nor nVIDIA is providing ROPs/Pixel Engines to Sony: both of them were racing for a full GPU contract which includes Shaders, Texture Units, etc...
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|
|
|
|
|
#159 | ||||
|
Senior Member
Join Date: Feb 2002
Posts: 3,266
|
Quote:
Quote:
Quote:
Quote:
Look I am not saying PS3 is low budget or anything (its probably higher than the other two for all I know), but they wont increase the cost of it, just for the sake of increase in performance, that's futile in the eye of consumers. If it other features that may be visible, like Blu Ray, maybe they'll make allowance. But going to NV because their solution is expensive and will over budget the project but it gives better performance, thats just silly. They just won't go over budget. There are too much risk involved in doing that. Like I said before going to NV is definitely the cheapest solution for Sony. Sony Plan A solution broke the bank so not feasible, Plan B look elsewhere for solutions that meet the cost. NV won the contract because it meets their cost, where others might not. |
||||
|
|
|
|
|
#160 | |||
|
Senior Member
|
V3,
It is not going over budget, as you yourself said they already left wiggle room in the budget Quote:
Quote:
Look at NV40, there is a lot more stuff that makes a GPU than just Pixel Engines/ROPs. Quote:
Plan A might have not passed budgeting (internal... Visualizer), but I am not aware that plan B (which jad been the official plan for quite a while) went overbudget as the contractors for plan B seemed to be a bit surprised at the coup that nVIDIA managed. I think nVIDIA solution might have out-performed and out-featured plan B, but Toshiba had the lower cost (being Sony/SCE's partner, having already done work with XDR, Redwood and CELL they could afford to push the envelope without needing too much R&D money [less money than what Sony/SCE deemed as maximum R&D budget for the GPU]). I also think that nVIDIA might have convinced Sony/SCE because of their change on the royaltes issues: it might have been what Sony/SCE needed (plus a nice big argument by nVIDIA about where the future of GPUs was headed and how the GPU they selected so far was nowhere near, according to nVIDIA of course, what Sony/SCE needed for PlayStation 3) to finally change their minds. nVIDIA did not even seem a likely winner of the contract in the two weeks before the announcement was made, not at all.
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|||
|
|
|
|
|
#161 | ||
|
Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
|
Quote:
But they sound reasonable figures for a GPU. |
||
|
|
|
|
|
#162 |
|
Regular
|
I assume Cell's DMA engines will support scatter/gather. Do the patents back this up?
|
|
|
|
|
|
#163 | |||
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
|
Quote:
Method for asynchronous DMA command completion notification Quote:
DMA prefetch Quote:
ciao, Marco |
|||
|
|
|
|
|
#164 | ||||||
|
Senior Member
Join Date: Jun 2004
Posts: 1,908
|
Quote:
On a side note, what you've posted above would've been a natural question to ask after reading 'point 3' of my explanation which would lead back to 'point 1' again and imply the GPU should be CELL based. :P Quote:
Unified graphics hardware != CELL. By CELL 2.0, I presume you mean what CELL 1.0 should be from the patents? I.e. Run everything, all threads, scalar and vector, be it graphics or non-graphics threads in a distributed, broadband environment under a unified ISA? IMHO, if they can't achieve that with CELL 1.0, then the architecture is just a glorified PS2 EE that uses distributed processing. The main addition would be for the VU equivalent S|APUs to work independantly. Don't get me wrong, this is still not bad, it's just a natural progression of tech. But it's not the vision laid out in the patents. Quote:
I disagree. I'm not sure what timescales you mean by short/medium term. But listening to that Huang interview/webcast with Morgan Stanley, he see's the graphics/media processor of the future as a programmable DSP. The CELL chip is basically a programmble DSP. The ATI R500 is basically a programmble DSP. I know on the VS/PS level ATI are looking at identical units but NV are differing on those being specialised. But this should not stop VS threads running on PS units and PS threads running on VS units. In fact I see the NV approach capitalising on CELL and complemeting as mentioned in my other threads. If NV have two sets of shader units that are specilaised and optimised for their respective VS and PS parts, then for a future PCI-E PC's and PS3 IC's, we would see them employed , PC, [CPU]<=>[VS<=>PS] PS3, [CELL]<=>[PS] CELL Workstations perhaps, [CELL<=>PS] It will be interesting to see if they'll use Cg (very likely) and whether it will compile and run shaders on BOTH the CELL CPU and the NV GPU. It would make sense if they did. In my eyes, running Cg shaders would just become 'software renderring' executing on 'specilaised' SIMD hardware. |
||||||
|
|
|
|
|
#165 | |
|
Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
|
Quote:
|
|
|
|
|
|
|
#166 | ||
|
Senior Member
Join Date: Feb 2002
Posts: 2,636
|
Quote:
|
||
|
|
|
|
|
#167 | |||
|
Senior Member
|
Quote:
I am not saying that CELL 2.0 is a new ISA, a totally different road. Think CELL 1.0 as being the implementation of CELL as you will see in the WorkStation and in PlayStation 3 and CELL 2.0 to be a later implementation. Like Treebeard would say, don't be so hasty master Hobbit The vision laid out in the patents was natural progression of existing technologies and ideas that have been theorized 10-15 or even 20 years ago in laboratory environments. I disagree with saying that Sony did not try to experiment how you could build an entire system made of CELL ICs and few sections of custom logic/small dedicated ICs, but Sony/SCE is in the business of making of PlayStation 3 and the CELL WorkStations the best possible products they can make, not proofs of concepts. On this I agree with V3, Sony/SCE does not make money prooving the a concept lke "use CELL for everything" works in a high volume machine if this means monumental losses. This does not mean the architecture is not good: wait to see CELL based products like hopefully some renderfarms. Maybe some customer will ask IBM and Sony to deliver a new renderfarm and toolset chain or maybe Sony ImageWorks itself willl ask for a few million dollars worth of a system and with that kind of budget they might decide to push CELL far enough to allow for something like the full Broadband Engine and its Visualizer chip. I believe we will see that once Sony/SCE starts PlayStation 4 R&D, just like we saw the GSCube-32 and GSCube-64 machines. Quote:
Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|||
|
|
|
|
|
#168 |
|
Member
Join Date: May 2004
Posts: 356
|
Would'nt Cell 1.0 be 90NM and 2.0 Cell on 65NM?
Some quotes in regards to Nvidia and Sony rumors from CNN in 2003... The reality is nVidia is not sitting in a vacuum," said Erach Desai, an analyst with American Technology Research. "They are in discussions with Sony for the PS3." They realize, I think, that they cannot do it all," said Desai. "I have checked with a couple of very seasoned executives ... and the strong impression is that there is interest from Sony and interest from nVidia." "We've always said we'd be happy to be in any game console," nVidia spokesperson Carrie Cowan told me recently. "I would probably characterize it as a less than 50 percent chance that they win PS3," said Michael McConnell of Pacific Crest Securities. "However, we have talked with Sony and their take on it is they're considering an external vendor as well as an internal solution. So you can't rule it out, but you definitely can't say it's a sure thing."[/b] |
|
|
|
|
|
#169 | |
|
Join Date: Apr 2002
Posts: 2,158
|
Quote:
But yes, there are 90nm Cell processors and there will be 65nm fabricated ones as well. No, they don't coincide with his comments. |
|
|
|
|
|
|
#170 | ||
|
Senior Member
|
Quote:
Vince, I did explain what I meant. I do not think PlayStation 3 will fully go the way the first patent showed: namely a wholly CELL based system with a CELL based Visualizer. One day we might see CELL based set-ups going the way ATI seems to be going: an extension of the Visualizer concept. A single IC doing both general purpose processing as well as graphics processing with a sea of computational blocks exchanging data with a seoarate sea of dedicated silicon blocks (TMUs, ROPs, etc...).
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
||
|
|
|
|
|
#171 |
|
Senior Member
Join Date: May 2002
Posts: 4,307
|
Panajev, well, I hope that Sony fully funds smaller companies like the one that makes the SAARC raytracing processors. for Playstation4. I'm hopeful since Sony was willing to go with Nvidia for the PS3 GPU or at least a very very significant portion of it.
PS2 CPU: Emotion Engine PS3 CPU: Broadband Engine (?) I hope PS4 CPU: RayTracing Engine 8) |
|
|
|
|
|
#172 |
|
Senior Member
|
I am sorry, but I want the REYES Engine and always will
Renderman forever
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|
|
|
|
|
#173 |
|
Senior Member
Join Date: May 2002
Posts: 4,307
|
can't we somehow have REYES, Raytracing & GI together ?
|
|
|
|
|
|
#174 | |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,946
|
Quote:
|
|
|
|
|
|
|
#175 | ||
|
Senior Member
|
Quote:
The GPU was not going to be CELL based like the Visualizer even when the other contractor had the contract and I do not expect this to be different with nVIDIA.
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
||
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| PlayStation III Architecture | alexsok | Console Technology | 394 | 27-Nov-2003 22:47 |
| John Carmack's press conference at E3! | Deepak | Console Technology | 16 | 16-May-2003 05:05 |
| Ah yes, Time For Everyone's Top 10 Games Of 2002 List | Goldni | Console Technology | 13 | 13-Dec-2002 00:45 |
| Time Computers Chooses ATI For Its Premium Systems | Dave Baumann | Press Releases | 0 | 09-Dec-2002 17:05 |