Welcome, Unregistered.

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.

Reply
Old 29-Dec-2004, 22:11   #1
leechan25
Member
 
Join Date: Dec 2004
Location: Atlanta
Posts: 130
Default All Cell based chips for PS3, why not?

Why wouldn't Sony use only cell based chips for PS3 primary func tions? It looks to me like rather than reinventing the wheel, their simply getting the best player in their respected industries to apply their knowledge to customizing cell base chips for PS3. I mean you look the partnership with Nvidia, their not designing their own GPU - their use cell as a blueprint for PS3 gpu. Why not for sound related chips and more?

We know that cell is designed to increase in processing power when connected with other cell based products. Why would Sony put other chips into their hardware at won't be as compatible? Plus future fab cost on non cell based chips can't really be controlled? Sony would then be pulling a Microsoft when it comes to future production. It's not needed. Plus Sony's trying to build demand for cell based chips. Why promote someone else?
__________________
Make things happen for yourself!
leechan25 is offline   Reply With Quote
Old 29-Dec-2004, 22:53   #2
Guden Oden
Senior Member
 
Join Date: Dec 2003
Posts: 6,201
Default

Most probable reason would be that general processors, even multi-core designs like Cell, simply isn't particulary suited for rasterizing 3D graphics. You'd either end up spending an equal amount of transistors as a dedicated 3D chip and get (often hugely) inferior performance, or have to spend a vastly higher amount for a similar performance level.

You use the tool that is best for the task, quite simply.
__________________
Top one reason why capital punishment is immoral and wrong:
You can release an innocently convicted man from jail,
but you cannot release an innocently convicted man from death.
Guden Oden is offline   Reply With Quote
Old 29-Dec-2004, 23:11   #3
akira888
Member
 
Join Date: Jul 2003
Location: Houston
Posts: 652
Default

One computational task that's really cheap to hardwire but expensive to calculate on a general purpose chip is texture filtering. Standard bilinear alone takes (assuming we have complemented inputs for free) 4 scalar multiplies (or one scalar multiply with 4 scalar subtracts), 1 4-vector multiply, and 3 4-vector multiply and adds. This is why almost all software real-time rendering engines lack everything more advanced than dithered point sampling.

Effective management of the necessary context switches due to the 40-80 cycle latency of fetching texture data is also be difficult to imagine. Needless to say moving fragment shading onto general purpose CPUs seems rather distant at this point, if ever.
__________________
"The struggle of man against power is the struggle of memory against forgetting." -Milan Kundera
akira888 is offline   Reply With Quote
Old 29-Dec-2004, 23:16   #4
akira888
Member
 
Join Date: Jul 2003
Location: Houston
Posts: 652
Default

edit: argh, double post, sorry guys.
akira888 is offline   Reply With Quote
Old 29-Dec-2004, 23:20   #5
version
 
Join Date: Jul 2004
Posts: 452
Send a message via ICQ to version
Default

raytracing computing on cpu without gpu is possible,
but must have fast paralell random access and large memory
version is offline   Reply With Quote
Old 29-Dec-2004, 23:24   #6
Megadrive1988
Senior Member
 
Join Date: May 2002
Posts: 4,307
Default Re: All Cell based chips for PS3, why not?

Quote:
Originally Posted by leechan25
Why wouldn't Sony use only cell based chips for PS3 primary func tions? It looks to me like rather than reinventing the wheel, their simply getting the best player in their respected industries to apply their knowledge to customizing cell base chips for PS3. I mean you look the partnership with Nvidia, their not designing their own GPU - their use cell as a blueprint for PS3 gpu. Why not for sound related chips and more?

We know that cell is designed to increase in processing power when connected with other cell based products. Why would Sony put other chips into their hardware at won't be as compatible? Plus future fab cost on non cell based chips can't really be controlled? Sony would then be pulling a Microsoft when it comes to future production. It's not needed. Plus Sony's trying to build demand for cell based chips. Why promote someone else?
it makes no sense to do rasterizing on Cell's PUs+A|SPUs. that's why Nvidia was selected because they have an enormous amount of engineering resources and IP in this area. Nvidia is basicly the other part of SGI that did not go to ATI, plus various acquisitions from other 3D graphics companies outside of SGI. basicly, outside of E&S, PowerVR, XGI and a few other small companies, the 3D graphics world is divided into 2 camps: ATI and Nvidia. both are more or less equal. Sony went with one camp. Nvidia is going to provide the rasterizing end (at least) of PS3. whereas Cell would not be suited for these tasks.
Megadrive1988 is offline   Reply With Quote
Old 29-Dec-2004, 23:45   #7
version
 
Join Date: Jul 2004
Posts: 452
Send a message via ICQ to version
Default

version is offline   Reply With Quote
Old 30-Dec-2004, 09:12   #8
Wunderchu
Member
 
Join Date: Nov 2003
Location: Burnaby, B.C., Canada
Posts: 873
Default

Quote:
Originally Posted by version
that's quite cool ... thanx for the graph, version 8)
Wunderchu is offline   Reply With Quote
Old 30-Dec-2004, 09:50   #9
london-boy
Me me me
 
Join Date: Apr 2002
Posts: 15,348
Default

Where's that graph from? Doesn't explain much.
london-boy is offline   Reply With Quote
Old 30-Dec-2004, 09:53   #10
nAo
Nutella Nutellae
 
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
Default

the graph just shows the the algorithmic complexity of various rendering techiniques. Linear for 'standard' scan conversion and logaritmic for ray tracing.
Deferred rendering is shown to be more efficient than IMR, in fact it has a smaller than IMR angular coefficient.
Notice also that it's not shown the constant cost of each approach.
IMR should have the lowest constant cost, ray tracing should have the highest one. Costant cost of each implementation is important cause it helps us to understand when an algorithm become 'better' than another one.
Ray Tracing with its logoratmic complexity should win when we are dealing with a high number of primitives..the graph clearly shows this tendency.

ciao,
Marco
nAo is offline   Reply With Quote
Old 30-Dec-2004, 10:11   #11
london-boy
Me me me
 
Join Date: Apr 2002
Posts: 15,348
Default

Yeah Marco, i got that, silly!

It just doesn't tell me much of the point where ray tracing starts being relatively cheaper than the other 2. In reality. I guess no one knows.
london-boy is offline   Reply With Quote
Old 30-Dec-2004, 20:45   #12
j^aws
Senior Member
 
Join Date: Jun 2004
Posts: 1,908
Default

Quote:
Originally Posted by version
For the two intersections with deferred and poly-stream with RT, what computation power and Polys are you estimating for those :P
j^aws is offline   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Pentium 4 based Cell processor version Console Technology 10 27-Feb-2005 03:32
PS3's CPU, GPU, RAM and eDRAM configuration? j^aws Console Technology 81 19-Feb-2005 17:23
Supplemental info from Japanese articles about the Cell one Console Technology 33 14-Feb-2005 22:20
CELL REVEALED (this time it's official) Josh378 Console Technology 34 08-Feb-2005 05:57
Sony talked about Cell and Cell based workstations Megadrive1988 Console Technology 95 18-May-2004 15:18


All times are GMT +1. The time now is 09:16.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.