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#176 | ||
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Rebmem Roines
Join Date: Sep 2004
Posts: 1,987
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That got me laughing. Some, who will remain nameless, were giddy as schoolboys in hopes of a revolutionary, CELL-based rasterizer. I don't think they wanted to give that up. |
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#177 |
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![]() hmm? |
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#178 | |||
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Senior Member
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Would have it been cool ? Yes. Is it the best thing for the PlayStation 3 taking timing, cost, etc... into consideration ? Probably not, hence the switch to the Toshiba solution and then to the nVIDIA solution.
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"Any idea worth a damn is already patented... twice" -Mfa |
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#179 | ||||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Anyway like you say it's been theorized for a while. IIRC, the TAOS operating system had these concepts of 'software Cells' for distributed graphics renderring and general parallel processing and in a heterogeneous environment, using an object oriented MPI programming model, compiled to a VM processor over TEN years ago...and it was a working model! :P TAOS They have now formed into 'TAO Group' who have, interestingly enough, a link with SONY. They have a Realtime OS and middleware platform for CE devices...and Sony are a partner who have invested millions into that group. Perhaps a link with PS3 http://tao-group.com/about/about.php PS. Notice all the playstation game images on their site ! Quote:
If there are gonna be NV GPUs in CELL workstations, then these GPUs must be able to provide similar distributed renderring, alongside the CELL chips. Otherwise if NV continue selling PC based Gelato workstations in the same market as Sony's CELL workstations, then they aren't leveraging their collective strengths in distributed processing/renderring. One's just using CPUs and the other it's GPUs and NOT BOTH to their full potential. This is another reason to get CPU + GPU to work together on 'software Cells' and also for NV to license CELL processors, IMHO. Quote:
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#180 | |||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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I checked the link and the good news is that the vacancy has been filled!...pheeeww! :P It mentions the major components of the compiler back-end being developed by this SCEA applicant. I would've thought NV would do most of that if they're supplying the GPU parts. :? ...still they could be extending it to the CELL CPU also...and/or there's custom Sony GPU parts involved too. |
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#181 | ||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Just ask DeanoC about ISA's, G5's and Xenon CPU! |
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#182 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Happy New Year! |
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#183 | |||
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Senior Member
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The NV5X architecture was not developed with CELL in mind or using the Apulet ISA/runnign the same Apulets and required several years of work and hundreds of engineers to be completed: wouldn't you think that nVIDIA would need more than 50 engineers for a bit more time to convert all their Shading cores to support the execution of Apluets/Software cells ? You will see more and more collaboration between CPU and GPU in the PC when the I/O bus that connects them gets faster and faster (PCI-Express is already pushing towards it and PCI-Express 2.0 goes one step forward in the same direction delivering even more bandwidth). This is done without having the PC GPU adopt the x86 ISA. The point of having the GPU be CELL based was the point behidn the Visualizer: using the strengths of distributed processing well built in the CELL architecture to their full extent. Eventually the CELL philosophy really leads to a BIG CELL IC which works on general purpose processing, rendering, A.I., Physics, etc... attached to a co-processor which only provides less and less hardwired functions (in the future you will want programmable AA, programmable Texture Filtering, etc...).
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"Any idea worth a damn is already patented... twice" -Mfa |
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#184 | |||||
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,990
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#185 | |
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Member
Join Date: Nov 2003
Posts: 686
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Worth taking a look since it has a link to one Intel slide that sounds and looks very, very familiar. The Intel presentation says how they are going 'many-core' looking at numbers up to 10-100. Should really click on that slide for the rest of the so-familiar 'key words'. Rest of the article just briefly summarizes problems, solutions of going 'many-core' and TDP(Thermal Design Power). The slide version linked to is of course, a 'Cell example'. Note that Goto is just making 'educated speculations'. I have trouble understanding what he is really trying to say there, since he refers to 'performance' and 'performance/TDP' seperately. I assume he means the ratio. In which case... - single core: high performance, p/tdp low - multicore, 'sophisticated cores' - cores more complex, high performance, p/tdp not too high. - multicore, 'simpler cores' - high p/tdp, scalable, performance/efficiency suffers. - 'customized' CPU core - many specialised multimedia CPU cores linked to a general purpose CPU. very high p/tdp if used properly. I still think the Intel slide is more fun... |
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#186 | |||||
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Senior Member
Join Date: Feb 2002
Posts: 3,271
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#187 | ||||||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Any project and the PS3 is no different has a specification, a delivery time and allocated budget/resources. Of course, these will all be subject to change througout the course of the project. And all projects have several contingency plans to meet the spec and delivery time's at critical MILESTONES. But just because one of the resources is now OFFICIALLY NV, doesn't mean any of the project specs and delivery timescales have been altered. Re-allocation of resources are always being juggled in projects to MEET the spec and delivery date. Which noone here know without being NDA'd. Anyway, did you get a chance to read my link on the TAOS operating system? http://www.beyond3d.com/forum/viewto...=438551#438551 They get around the uniform ISA problem in a heterogeneous multi-processor environment by compiling to a 'virtual' processor with no overheads in translation due to a very efficient nano-kernel running on each processor. I know the CELL press releases mentions that the CELL processors can run multiple operating systems. If this means multiple nano-kernels or equivalent on each core, then they could be borrowing many ideas from TAOS for CELL. |
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#188 | |||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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![]() CELL inside, INTEL outside (TM)? |
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#189 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,650
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Cheers Gubbi |
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#190 | |
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Senior Member
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If CELL APU's were considered by nVIDIA to be much better than their Vertex and Pixel Shader ALUs to spend a lot of effort and money replacing NV5X's ALUs with modified/enhanced APUs for a GPU contract they were not even sure of winning, it makes you think why NV5X is not CELL based
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The GPU was not prepared in parallel with close collaboration of nVIDIA's engineers and SCE's engineers for that long (nVIDIA did follow closely PlayStation 3's development and started plannign for features and things that SCE might like in a console environment, but that is part of the "trying to win the contract" thing): the solution that was supposed to GO in PlayStation 3 officially was not nVIDIA's solution. The custom GPU nVIDIA is providing to SCE started development when NV5X development was finishing down and nVIDIA was trying to win PlayStation 3's contract away from Toshiba. I think that nVIDIA put their engineers to work on NV5X and if others were free during the ehavvy phase of R&D they were pout to work on NV4X revisions and early R&D for NV6X. However what you talk about is not a simple customization of their architecture, something that would have required more engineers on their part. There would the a good case for a lawsuit on the part of Toshiba if it was true that Sony was funding with engineers and resources (including CELL IPs) a customized NV5X while they had already told Toshiba that their GPU was going to be THE GPU used by PlayStation 3.
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"Any idea worth a damn is already patented... twice" -Mfa |
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#191 | ||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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For PC, the NV5x is NOT going to be CELL based. For PS3, it make's sense for it to be CELL based as you've already agreed to. So we're now debating the CELL ISA and how that could be developed for a GPU for PS3 to the required spec and with the available budget/resources/engineers? I've already given examples of ways for this ISA to work. Whether the contract remained in-house, went to Toshiba, ATI, or who ever... 1. In your above example, how do you know it won't be easier to modify NV ALUs than it would be to modify S|APUs for the CELL ISA? Would modified S|APUs be better at PS work than modified NV ALUs? They've chosen NV so... 2. I've already mentioned they could have a CELL template like the Toshiba MeP template here... Toshiba has made a flexible MeP architecture to have modified ISA's. Why wouldn't CELL have something like this considering it's use in a similar market? Why wouldn't NV's next gen NV5x have a similar type of template to modify ISA's considering they're going into the same market as mentioned by Huang? Why are other companies looking at making customized ISA's, e.g. Tensilica's Extensa? 3. What about compiling to a 'virtual' processor CELL ISA as mentioned earlier like TAOS? In the press releases, STI have already stated that CELL is an 'OPEN' platform? How about making that CELL ISA 'OPEN' and introduce CELL to a wider market? How about encouraging HW/SW innovations for the CELL ISA to make inroads into the x86 ISA? These are just my ramblings but you should get my gist! Quote:
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#192 | |
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Senior Member
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"Any idea worth a damn is already patented... twice" -Mfa |
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#193 | |
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Senior Member
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Take the ALUs and the control logic and all the interfaces betwen Shading ALUs, TMUs, etc... that nVIDIA has developed and customize the architecture around those items :P. There is more stuff to be done on the GPU than to modify it so that it becomes a CELL processor and share Apulets with the CELL based GPU. Adding Shading ALUs and/or TMUs, adding e-DRAM, etc...
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"Any idea worth a damn is already patented... twice" -Mfa |
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#194 | ||||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Until now, I've read your post as , yes it makes sense to have a CELL based GPU, yes that would be cool...etc, etc, etc..and where we are disagreeing is that delivery time, resources/budget to meet that spec wouldn't be possible for PS3 but will be for PS4/ CELL 2.0? Hence my above post for various resolutions on the CELL ISA for PS3... And no, I'm not getting into a game of semantics here... Quote:
Then have various 'stream' programming languages, Cg, Brook etc. to compile to this CELL ISA, taking advantage of BOTH CPU+GPU being 'stream processors' to get a distributed 'software renderring' analogy. Making it open would let different stream languages develop in this CELL ISA environment |
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#195 | |||
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Senior Member
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I said that I would have liked a CELL based GPU... eventually I'd like to make of somethign like the Visualizer the only IC in the chipset if it were possible, fusing graphics and general purpose processing... no need of a Broadband Engine and a Visualizer... just a sea of shading ALUs and PUs with a pool of fixed function units as co-processor basically. This is not what we can get IMHO in PlayStation 3: it is something we can look forward for the more distant future. NV5X is not CELL based and at this point it would not make sense (financially and engineering wise) for the PlayStation 3 GPU to be CELL based as it is based on the NV5X architecture.
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"Any idea worth a damn is already patented... twice" -Mfa |
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#196 |
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Member
Join Date: Feb 2002
Location: Tokyo
Posts: 153
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ohhh.. the RS would have sucked so badly compared to the NV offering.
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#197 | ||||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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http://www.beyond3d.com/forum/viewto...=437597#437597 |
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#198 | |
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Senior Member
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Your argument relies on this, basically:
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I call it a non sequitur on the passage from P1 to P2 and especially from P1+P2 to the Conclusion. Your argument might be valid, but it does not seem sound to me as your premises do not appear more known than the conclusion you are trying to proove.
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"Any idea worth a damn is already patented... twice" -Mfa |
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#199 | ||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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![]() http://www.beyond3d.com/forum/viewtopic.php?t=19108 Hofstee above... And conversely, from my point 3, if CPU=>GPU, would imply GPU is NOT CELL based...but hey, it's been an interesting discussion either way. |
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#200 | ||
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Senior Member
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I do not see what Hofstee is saying is contraddicting what I am saying.
Whether CELL based or not, the GPU in PlayStation 3 will be programmable enough and with enough bandwidth between itself and the CPU to effectively act as a media co-processor: similarly to how it will work on Xbox 2. The era of 1-way communication between CPUs and GPUs is ending IMHO. Hofstee talked about things that were possible in the short term and then long term goals: he said that we would go away from textures (he wants an all procedural system [textures are still used in the most advanced off-line CG production today and the trend seems to continue]), do you believe that PlayStation 3 will go to a kind of rendering system that does not leverage textures (even if you limit this to saying "no bitmaps to fake detail" which would apply to normal mapping, detail texturing, displacement mapping , etc...) ? You have a theory, you have certain premises: I ask you to expand on those premises Quote:
I am disputing your premise that says "if Vertex Shading is done on the CPU then the GPU uses CELL technology". Quote:
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"Any idea worth a damn is already patented... twice" -Mfa |
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