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#1 | |||||||
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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Now Hiroshige GOTO and Zenji NISHIKAWA are running respective series of articles about the Cell at PC Watch and ASCII24 after they visited ISSCC 2005 as you may find in the other thread, and in addition to the pretty pictures they contain words from the Cell project members. As it contains many new info, for the convenience of discussion I transcribe those words here as many as possible with the compressed speculation by respective writers.
In one of Nishikawa's articles about the Cell at the ISSCC 2005 (he is a GPU-oriented journalist usually writing about new technologies from nVIDIA and ATi and DirectX, while Goto often writes about CPU and occasionally about GPU and game consoles tech) he picks up the Cell-based GPU (VS) which is found in the patent. At ISSCC 2005 he asked Cell project members about the Cell-based GPU. They told him that the Cell-based GPU was actually in development but they gave it up for the PS3 eventually. They didn't give away the reason why it's discontinued. The interesting thing is that the all Cell project members Nishikawa contacted told him that even they were surprised when they heard nVIDIA was chosen as the partner (When they actually knew the partnership is unknown, but Nishikawa assumes the very secretive 1-2 years Sony-nVIDIA partnership as nVIDIA suggested). Though the Cell-based GPU was not adopted in the PS3, according to the Cell project members, a test program to render basic 3D graphics is actually running on the Cell processor presented in the ISSCC 2005, in the lab. So Nishikawa concludes the current configuration (1PPE+8SPE) already has the enough potential as a GPU and a Cell-only cost-effective system without a dedicated GPU is doable for applications like a car-navigation system. In the latest article in the series, Nishikawa speculates the possible configuration of the PS3. He thinks it uses SPEs in the CPU as programmable vertex shaders and the nVIDIA GPU contains only pixel rendering pipelines and eDRAM. The memory configuration is UMA with eDRAM in the GPU as a cache, since to support VS 3.0+ SPEs as vertex shaders have to be able to access texture memory. If all 8 SPEs are used as vertex shaders, it can reach over 6-8 billion vertexs/sec on 3-4 Ghz (the overhead by the EIB of the Cell is not included) and is too much compared to the expected performance of the GPU part, so programmers can use some of them as pipelines for other goodies, such as tessellator, geometry shader or LOD processing. Goto has a report about SPE with some comments from the Cell architects. In the SPE, the 128 128-bit physical registers are mapped as logical registers. Quote:
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The instruction set of the SPE is totally different from the Power/PowerPC ISA of the PPE. Quote:
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#2 |
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Senior Member
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Great job one, I liked what you found: interesting bits and pieces that add to the grea RWT article David Wang wrote (evevn though I wish he talked abit more about Integer proicessing which is not the second class citizen it was on EE's VU's).
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"Any idea worth a damn is already patented... twice" -Mfa |
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#3 |
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Regular
Join Date: Dec 2004
Posts: 5,670
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Thanks one, great work. Some interesting stuff in there. The GPU comments are interesting. If the Cell people were "surprised" that Sony chose not to go with a Cell chip for the GPU, that suggests that performance wasn't the issue that some make it out to be in the decision to switch to NVidia. I'm thinking it was probably a performance per dollar issue. I also hope Zenji Nishikawa is correct in his GPU speculation
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#4 | |
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Senior Member
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"Any idea worth a damn is already patented... twice" -Mfa |
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#5 | |
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Regular
Join Date: Dec 2004
Posts: 5,670
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#6 |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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Well, the power of APUs in the Cell-based GPU may not be that bad, but it's probable that the Pixel Engine by Toshiba/Sony sucked instead.
The possible reasons are 1. nVIDIA's pixel shader performs better than Toshiba's, if the CPU does vertex processing. 2. nVIDIA's overall GPU performs better than Toshiba's, if the CPU doesn't do vertex processing. 3. nVIDIA's solution is cheaper than Toshiba's. 4. nVIDIA's solution carries more API, shader-tech, know-how, game developers, middlewares, and whole lot of assets than Toshiba's. 5. Sony just wanted to save the overall cost of the PS3 and killed expensive parts. 6. The synchronization issue with the Cell project. The tape-out of the 90nm Cell was in Jan 2004, so the completion of the Cell-based GPU after that may miss the projected PS3 release schedule. 7. Sony loves the Xbox 1 hardware |
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#7 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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I'm betting the PS3 GPU still has GPU vertex shaders, and is not eDRAM based. My prediction is that the PS3 GPU is what would have been the NV5x GPU for PC desktops, tweaked for a FlexIO/CELL bus archiecture. I do not think NVidia has enough time to rip out shaders, add in eDRAM (for which they have zero architecture experience compared to their Lightspeed Memory stuff, and for which, the fabbing process has a different set of issues)
Whether or not the PS3 GPU vertex shader units actually get used is another issue. The major hurdle is triangle setup performance. |
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#8 | |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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#9 | |
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Junior Member
Join Date: Oct 2004
Posts: 76
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How much pixel shading processing power do you guys expect the Nvidia GPU to have? What kind of FLOPS rating can achieve the current top products from nVidia? |
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#10 | |
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Senior Member
Join Date: Feb 2002
Posts: 3,267
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#11 | ||
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Just think about a NV40 that doesn't need to do vertex shading, only pixel. Then think it will be one generation ahead of NV40... |
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#12 | |||
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Senior Member
Join Date: Feb 2002
Posts: 3,267
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Assuming they don't go with eDRAM, NV will probably stick with the number of NV40 pixel shaders, and increased the vertex shaders, perhaps double or even triple the number to 12-18 VS. That is if NV50 doesn't feature unified hardware. |
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#13 | |
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Oh i know, i just made the assumption that the vertex shading is going to be done on the CPU, like it's being rumoured. Keeping that assumption, if they keep the same number of pixels shaders, they could use the transistor budget on eDRAM instead of the vertex units that are present now on NVIDIA GPUs. Just speculation |
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#14 | |
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Senior Member
Join Date: Feb 2002
Posts: 3,267
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If eDRAM is in the picture though, its entirely different story IMO. |
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#15 | ||
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Me me me
Join Date: Apr 2002
Posts: 15,348
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It's either NO displacements maps, or the displacements maps are done on the CPU (which sounds fishy to me), cause it's been made clear that the GPU will never be able to keep up with the polygons that the CPU will be able to process, therefore it will not be able to add polygons to the geometry the CPU sends to it. I'm sure my post wasn't too clear, and that's because it's all very foggy at the moment. |
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#16 | |
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Senior Member
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"Any idea worth a damn is already patented... twice" -Mfa |
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#17 | |
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Senior Member
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Just to make an example: which unit has to have more context to stand high latencies ? Pixel Shader units. vertex Shaders are important, but the CELL based CPU has that covered quite well even if there are no Vertex Shaders on the GPU: you need to GPU to pack a BIG Pixel Shading punch and have high triangle set-up rates.
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"Any idea worth a damn is already patented... twice" -Mfa |
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#18 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,009
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#19 | ||
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Also, it seems the architecture will be flexible enough to leave graphics tasks on GPU's vertex shaders (if they're there), so the CPU can take care of other tasks. We'll see, i don't think calling PS3 a "all graphics no brains" machine is the right thing to do at present time. |
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#20 | ||
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Senior Member
Join Date: May 2002
Posts: 4,307
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#21 |
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Senior Member
Join Date: Dec 2004
Posts: 1,746
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Hmm, I dont think the PS3 could be a UMA Architecture. Theres no chance the GPU will be capable to access Cells` Memory at the same speed/latency as Cell itself. Vice verse for the VRam. (Or am I misunderstanding the meaning of "uniform memory architecture" ?)
Neither do I think the GPU will be limited to eDram. Prolly rather beeing a seperate 128/256 MB through a additional Bus (XDR or even "casual" GDDR Ram). |
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#22 | ||
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Senior Member
Join Date: May 2002
Posts: 4,307
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i.e. the Cell-CPU might be able to handle 6 to 8 billion polygons a second. but the GPU might only be able handle 1 billion or so. So, alot of the CPUs power will be remaining for other things, since it will only need to provide roughly a billion (or slightly more) polygons to the GPU for rasterization / pixel shading. |
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#23 | |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,947
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#24 |
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gpu
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Version of Majic12 |
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#25 | |
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Senior Member
Join Date: Jan 2003
Location: Zurich, Switzerland
Posts: 1,003
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Btw., I think I know now what they meen with more physics orientated rendering ... if the Cell will do all the polygon work, then the physics engine can be much closer connected with the polygon engine, so things like collision detection or object deforming could be much easier and especialy faster to make. Fredi |
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