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#126 | ||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
NV40 pixel pipelines can also perform a reciprocal and a normalization at the same time. Quote:
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#127 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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#128 |
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Regular
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Good info guys
Jawed |
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#129 | |||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Quote:
However I wanted to check a few things. Do you have official transistor counts for Xenos? IIRC, 232 + 100 mil was floating around? If the 232 mil for the Xenos Shader module is correct and RSX has 300 mil, then it could be feasible? The other question was that in the other thread, you seemed quite convinced RSX would have either 8 or 16 ROPs because of the 128 bit memory controller. Is that still a strong hunch? If so, 32 Pixel Pipes would *fit* those numbers? Quote:
I see 56 Dot/cycle which doesn't fit with the *required* 52 Dot/cycle I derived? Unless I'm missing something? |
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#130 | |
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Regular
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Quote:
Just like Xenos seemingly only has 8 ROPs, but has "48 pixel pipelines". http://www.beyond3d.com/forum/viewtopic.php?t=23450 Jawed |
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#131 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
I know it doesn't fit with the 51 Gdot/s figure for full system performance but..even 52 Dot products/cycle are too many: if we assume RSX pixel pipelines ALUs can both co-issue 2 instructions (3-1 or 2-2) as NV40 ALUs and we assume RSX has 8 VS and 20 PS we have: 8*2 + 6*20 = 136 ops per clock cycle CELL -> 1 Dot (PPE) + 7 Dot (SPE) = 8 Dot per clock cycle -> 25.6 GDot/s RSX -> 8 Dot (VS) + 40 Dot(PS) = 48 Dot per clock cycle -> 26.5 GDot/s Total: 52.1 GDot/s I'm obviously having fun here, it's a divertissement so don't take this stuff too seriously. |
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#132 |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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BTW can you have fun and say to us how many dots can xenus do?
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#133 | |||||
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Senior Member
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The slide said 51 Billion Dot Products/s. I see 8 Dot4 from the VS ALU's and 48 Dot4 from the PS ALU's: this means 30.8 GDot4/s at 550 MHz. The CPU can do, with the 7 SPE's, 22.4 GDot4/s at 3.2 GHz (4 Dot4's every 4 cycles on each SPE). This would mean 53.2 GDot4's/s which is a bit higher than the number they posted and we have not taken into account the VMX unit of the PPE which can provide an additional 3.2 GDot4's/s (same peak performance as the SPE's) which would bring the total for the Broadband Engine to 25.6 GDot4/s. The GPU should then only push, approximately, 25.4 GDot4/s (taking the PPE's VMX unit into account when finding the peak value of Dot4's/s for the CPU) or 28.6 GDot4's/s (without taking the PPE's VMX unit into account when finding the peak value of Dot4's/s for the CPU). At 550 MHz this means a Dot4's/cycle count of ~46-52 Dot4's/cycle as Jaws said. No buddy, you did not miss anything. So, we have to map 52 Dot4's/cycle to a structure which at a first look would provide 56 Dot4's cycle or in other words map 25.4 GDot4's/s to an architecture which should push 30.8 GDot4's/s by looking at what nAo posted which I will re-quote here for the reader's viewing pleasure Quote:
Uhm... lots of thinking to be done. The fun thing would be if Jen-Hsung made a typo there
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#134 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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#135 | ||
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Senior Member
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Quote:
Each Vec4 ALU in the PS ALU complex would do 2 shader ops peak and then you have 1 shader op from each of the two SFU's for a total of 6 * Pixel Pipelines count/cycle.
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#136 | ||
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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Quote:
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#137 | ||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
Quote:
I assumed Nvidia 'extended' the second ALU on RSX to handle dot products too. |
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#138 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Quote:
But I think counting 7 SPUs was *intentional* as a contributer for *shader* ops because I speculated last year that SPUs may run Cg *shaders*. If the do then, by excluding the VMX unit, it's an accurate metric and a true reflection of it's purpose! |
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#139 | |||
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Senior Member
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Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#140 | ||
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Senior Member
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Quote:
I do not think you would be barred from running a Cg shader on the PPE IMHO though.
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#141 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
I don't even want to consider this option |
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#142 | ||
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Senior Member
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Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#143 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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#144 |
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Member
Join Date: Apr 2005
Posts: 131
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http://www.extremetech.com/article2/...1817022,00.asp
Interview with one of the hardware guys on XBox 360. On the memory bandwidth issue, it's my guess they're using Hypertransport again, ~22GB/sec keys in well with the current stats on the HT website, and IBM is part of the HT consortium. So that's one element that's a carryover it seems from the original box.
__________________
A Fanatic is a person who won't change his mind and can't change the subject. Glory be to fanboys of consoles everywhere for giving me something to read and laugh at while i drink my morning coffee. |
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#145 |
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Senior Member
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Where is everyone getting the Cell chip dot-product information from? i didn't think that the Cell had a dotproduct function? I'm confused.
__________________
"The bible is how god supposedly relays his message to the people. That means he wants people to understand wtf he is talking about. ." L233 *Justice --- When you get what you deserve *Mercy ----- When you don't get what you deserve *Grace ----- When you get what you don't deserve |
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#146 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
To be fair things are more complex than that as on SPEs fmadd instructions have a 6 cycles latency AFAIK.. |
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#147 | ||
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Senior Member
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Quote:
__________________
"The bible is how god supposedly relays his message to the people. That means he wants people to understand wtf he is talking about. ." L233 *Justice --- When you get what you deserve *Mercy ----- When you don't get what you deserve *Grace ----- When you get what you don't deserve |
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#148 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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A dot4 per cycle per SPE and even PPE's VMX unit should provide one dot4 per cycle.
PS3 CPU would peak at 8 dot4 per cycle. |
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#149 | |||
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Senior Member
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Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#150 |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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See this topic, this has probably already discuted but try a look.
http://www.psinext.com/forums/viewtopic.php?t=6988 |
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