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Old 21-Jun-2005, 19:04   #1
one
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Default PS3 devkit

From (the interviewer of this interview) Masakazu Honda's blog

http://blogs.itmedia.co.jp/honda/2005/06/5_df9a.html
(the picture of a PS3 devkit is at the middle, click it to enlarge)

The devkit spec is:
+ a 2.4GHz Cell
+ an unreleased GPU with a slightly less clock speed than RSX, connected via PCI-E (4-lane, only for the test purpose)

Currently the library can't split a job into threads automatically, but when you create threads you can choose one of 3 threading algorithms by which the system assigns threads on SPEs automatically.

E3 press conference demo were actually running on this machine, which has the lower clockspeed and the lower bandwidth than the actual PS3 spec. Yay
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Old 21-Jun-2005, 19:12   #2
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Woah, that thing is a beast! I'm not surprised that the early dev-kits are running at a lower spec though, apparently that's the case with X360 too.
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Old 21-Jun-2005, 19:27   #3
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Default Re: PS3 devkit

Quote:
Originally Posted by one

Currently the library can't split a job into threads automatically, but when you create threads you can choose one of 3 threading algorithms by which the system assigns threads on SPEs automatically.

E3 press conference demo were actually running on this machine, which has the lower clockspeed and the lower bandwidth than the actual PS3 spec. Yay
Well this is some good news. 8)
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Old 21-Jun-2005, 19:43   #4
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Here's some machine translation through Google I picked out as seeming pertinent to the days discussions:

Quote:
In case of the PS3, Cell side is, developing geometry, making form decide, it can do collision processing and interactive processing. Anyhow because it is super high speed, with the operation it is not discouraged. The operational result remains as an enormous geometry data, but this it transfers to the RSX which is the GPU with the Redwood of the high-speed communication インターフェス. Doing tessellation and shading processing inside the RSX, real it finishes in the picture. As for the PS3 because bus width to be wide ability of the Cell is high, differs from the CPU and method of using the GPU the PC rather, it is Cell side to, it is the case that it can be popular.
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Old 21-Jun-2005, 20:46   #5
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Quote:
an unreleased GPU with a slightly less clock speed than RSX, connected via PCI-E (4-lane, only for the test purpose)
I wonder if the gpu is just a PCI-E g70 card
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Old 21-Jun-2005, 20:49   #6
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Quote:
Originally Posted by pegisys
Quote:
an unreleased GPU with a slightly less clock speed than RSX, connected via PCI-E (4-lane, only for the test purpose)
I wonder if the gpu is just a PCI-E g70 card
Obviously you don't put a graphics card in a console.
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Old 21-Jun-2005, 20:55   #7
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That thing is a monster. Wow 2.4 GHz, ok so are we going to here Sony say that the machine at TGS is only running at 30% of the power too?
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Old 21-Jun-2005, 20:57   #8
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I was talking about the "unreleased GPU with a slightly less clock...connected via PCI-E" in the dev kit not whats going in the PS3, since this has to be the second wave of kits, didn't the first ones have 2 6800's or something like that
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Old 21-Jun-2005, 20:58   #9
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Quote:
Originally Posted by pegisys
I was talking about the "unreleased GPU with a slightly less clock...connected via PCI-E" in the dev kit not whats going in the PS3, since this has to be the second wave of kits, didn't the first ones have 2 6800's or something like that
Oh oh oh - sorry didn't understand. Yeah I'm actually wondering the same thing; if it was a pre-release G70 on a card stuck in a pci express slot or what.

But I guess that's what they are in fact indicating.
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Old 21-Jun-2005, 21:18   #10
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Takes me back to 1970. PS3 ("brown box") dev kit to the left of the Odyssey.
http://www.gooddealgames.com/article...p/Museum_4.jpg
http://www.ralphbaer.com/brown%20box%201page.htm
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Old 21-Jun-2005, 21:19   #11
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This is the whole thing through a machine translation. Its hard to understand, so can somebody please explain. :?



Quote:
Playstation 3 which is announced in May. Possibility in the business aspect (the efficiency of Cell understood with calls the world where it is actualized with the super powerful operational efficiency, anyhow, 2 tera- FLOPS over) considerably was shocking ones beforehand. Don't you think? this the game machine when the ぇ, with you say, unless Hisashi 夛 well the wood is the game machine, perhaps, you get angry but....... I do, really being to participate in concert, but Kousei detail the surprise was not felt excessively in graphics. But, when you call the reality of the movement, that is already another dimension from the present game mono. Therefore that simply graphics clean with the standard, イイ being something which cannot be measured, it does. Machine for the development of the PS3, because you make show, it could do, just a little just we would like to introduce.

Because the application, game interactive is the thing, a some behavior must be done according to some operation. But, the behavior was programmed so far beforehand. When it can point to behavior in the calculation, it is, but common sense of the natural world the fact that it becomes the movement which differs is the majority.
Don't you think? however in case of Cell, it can calculate all behavior thoroughly with all physical operations, it is. Here is funny. While not to be to use the technique that with シェーダプログラム that it seems and shows, developing the 3D model in Cell, doing also collision check and the like, it is the case that it can seek how form and motion change.For example the sail of the sailing ship how moving? When the bullet of the cannon hit there, whether some hole is less crowded, when the sail tears, when the wind hit, how び く? It moves entirely in the calculation. The eye which you saw is not enormous. Anyhow because it moves naturally, only it moves gulp down normally. So, there is enormous, don't you think? it is.

In case of PS3, Cell side is, developing geometry, making form decide, it can do collision processing and interactive processing. Anyhow because it is super high speed, with the operation it is not discouraged. The operational result remains as an enormous geometry data, but this it transfers to RSX which is GPU with Redwood of high-speed communication インターフェス. Doing tessellation and shading processing inside RSX, real it finishes in the picture. As for PS3 because bus width to be wide the ability of Cell is high, method of using CPU and GPU differs from PC rather, it is Cell side to, it is the case that it can be popular. So, the Cell. Whether in other things it is used with some use that, as for the programming model how having become? There is no tool which converts thread level in parallel simply? If the library is called, converting in parallel? 8 (in case of PS3 when 7) using SPE, as for each thread being allotted with some kind of method? There are various doubts, probably will be.
Because several among these is released to for the developer already, the authorized personnel thinks that you know. Speaking simply, from algorithm of the thread allotment which however it is not library level, by your shatter the mechanism which for the present shatters job in multithread operation finely in the thread, is 3 types one is selected, then the system appropriates SPE automatically.Still there is no meaning where everything understands at the level that, but when you see from the normal application programmer, however perhaps, it is visible troublesome to putting out performance, if the game house et. al. low level you see from the person who has been accustomed to programming, if the program of multithread operation is written at C language level, then it allots relatively simply, it seems a certain way, when (チƒ…ーン it does in ガリガリ, you exclude). When you rephrase, perhaps the notion that where even the sufficient extent, considerably it is room in the efficiency of Cell.

More the high performance which simply, in the society in the concert in E3, the real thing is different there is no demonstration red sandal wood with the machine? With it seems that the doubt which is said is applied. As for RSX which becomes the graphic tip/chip of PS3, the real thing has not done tape out yet, is, die. So, really from the point of view of the specifications of original PS3 using the machine for development of specifications which are inferior rather, it was moving, is true story. Furthermore, extremely part was excluded, the majority was moving with real time operation.

Machine for that development this photograph.Ps3 Cell of PS3 is the specifications of 3.2GHz, but as for being used with this development tool 2.4GHz version. Furthermore 00 where the clock is a little lower than the original specifications it is connected as GPU. 00 with the still unpublished tip/chip, bus interface is not Redwood and width of thing and the memory interface which become PCI Express just a little is different with, RSX most same.

By the way because PCI Express interface just has ridden in the one for test, there are only 4 lanes. With with the notion that where you say, the development tool clock frequency is low, (with simultaneously also the memory clock is low) on, means the machine which the connected band width of RSX is only 1 of several parts.
Therefore, the band width of Redwood is utilized, the ど っ - it is with sending the geometry which is formed with Cell to RSX when it is method of making the application such as rendering restriction is received in the performance aspect and, the normal using is it does not escape degradation, probably will be.

It correctly interprets that with with the notion that where you say, as for genuine PS3 the development machine which was used with demonstration compared to it becomes directly high performance っ て. If being certain, it does, the variety funny story to in addition to, but furthermore details have the opportunity, perhaps somewhere you write.
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Old 21-Jun-2005, 21:27   #12
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PCI-Express x4.......2GB/sec. Hardly the 35GB/sec the final unit will have. If that's what the E3 conference had, I am impressed that it didn't have worse framerate issues than it did, UT2007 certainly showed a less than stellar framerate.
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Old 21-Jun-2005, 21:35   #13
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Default Re: PS3 devkit

Quote:
Originally Posted by xbdestroya
Quote:
Originally Posted by one

Currently the library can't split a job into threads automatically, but when you create threads you can choose one of 3 threading algorithms by which the system assigns threads on SPEs automatically.

E3 press conference demo were actually running on this machine, which has the lower clockspeed and the lower bandwidth than the actual PS3 spec. Yay
Well this is some good news. 8)
Wow, why is it so big? I could see if it was an off-the-shelf PC like Xbox 360, but it's kinda big for a custom part.
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Old 21-Jun-2005, 21:45   #14
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Default Re: PS3 devkit

Quote:
Originally Posted by Alpha_Spartan
Quote:
Originally Posted by xbdestroya
Quote:
Originally Posted by one

Currently the library can't split a job into threads automatically, but when you create threads you can choose one of 3 threading algorithms by which the system assigns threads on SPEs automatically.

E3 press conference demo were actually running on this machine, which has the lower clockspeed and the lower bandwidth than the actual PS3 spec. Yay
Well this is some good news. 8)
Wow, why is it so big? I could see if it was an off-the-shelf PC like Xbox 360, but it's kinda big for a custom part.
There isn't really much sense of scale from that pic..? There's nothing to compare it to.

I'd expect it to be big though, this is early hardware.

X360 isn't exactly off-the-shelf either, unless you're being sarcastic
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Old 21-Jun-2005, 21:53   #15
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Default Re: PS3 devkit

Quote:
Originally Posted by Titanio
Quote:
Originally Posted by Alpha_Spartan
Quote:
Originally Posted by xbdestroya
Quote:
Originally Posted by one

Currently the library can't split a job into threads automatically, but when you create threads you can choose one of 3 threading algorithms by which the system assigns threads on SPEs automatically.

E3 press conference demo were actually running on this machine, which has the lower clockspeed and the lower bandwidth than the actual PS3 spec. Yay
Well this is some good news. 8)
Wow, why is it so big? I could see if it was an off-the-shelf PC like Xbox 360, but it's kinda big for a custom part.
There isn't really much sense of scale from that pic..? There's nothing to compare it to.

I'd expect it to be big though, this is early hardware.

X360 isn't exactly off-the-shelf either, unless you're being sarcastic
I'm talking dev kits here. The X360 alpha kits are off-the-shelf G5 PC's so I expect them to be that size. But since the PS3 is using custom parts, I didn't expect it to be so primitive looking. I mean, just look at the PS2 Tool kits. This thing looks thrown together at the last minute.
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Old 21-Jun-2005, 21:53   #16
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Default Re: PS3 devkit

Quote:
Originally Posted by Alpha_Spartan
Quote:
Originally Posted by xbdestroya
Quote:
Originally Posted by one

Currently the library can't split a job into threads automatically, but when you create threads you can choose one of 3 threading algorithms by which the system assigns threads on SPEs automatically.

E3 press conference demo were actually running on this machine, which has the lower clockspeed and the lower bandwidth than the actual PS3 spec. Yay
Well this is some good news. 8)
Wow, why is it so big? I could see if it was an off-the-shelf PC like Xbox 360, but it's kinda big for a custom part.
Hehe......I guess you havent also seen the PS2 and PSP dev kits
I'm going take a wild guess and say that is roughly the same size as a G5.

Edit: its a dev kit, surely I don't think looks matter. Whats on the inside is more important to the developer, aint it?
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Old 21-Jun-2005, 22:08   #17
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Its ugly, but I guess it doesn't have to be pretty. Looks like they really are rushing everything.
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Old 21-Jun-2005, 22:09   #18
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Quote:
I mean, just look at the PS2 Tool kits.
The TOOL kit is like the final revisions of the PS2 dev kits, this is an early development kit, final development kits will be more aesthetically pleasing, no doubt.[/quote]
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Old 21-Jun-2005, 22:17   #19
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the PS2 devkit is a massive PS2. the PSP devkit is pretty small actually. a little gray tower with a UMD player and a corded PSP.
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Old 21-Jun-2005, 22:25   #20
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Who cares about what it looks like should we care about this comment.

Quote:
PCI-Express x4.......2GB/sec. Hardly the 35GB/sec the final unit will have.
Can you guys believe what was shown at E3 was using 2 GBs? Thats crazy a 17x boost would really make games look great. So now that we know what the games at E3 were running on what could they look like when the final PS3 is done?
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Old 21-Jun-2005, 22:29   #21
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Quote:
Originally Posted by mckmas8808
Who cares about what it looks like should we care about this comment.

Quote:
PCI-Express x4.......2GB/sec. Hardly the 35GB/sec the final unit will have.
Can you guys believe what was shown at E3 was using 2 GBs? Thats crazy a 17x boost would really make games look great. So now that we know what the games at E3 were running on what could they look like when the final PS3 is done?
i dont think they were using this at E3
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Old 21-Jun-2005, 22:31   #22
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Quote:
Originally Posted by mckmas8808
Who cares about what it looks like should we care about this comment.

Quote:
PCI-Express x4.......2GB/sec. Hardly the 35GB/sec the final unit will have.
Can you guys believe what was shown at E3 was using 2 GBs? Thats crazy a 17x boost would really make games look great. So now that we know what the games at E3 were running on what could they look like when the final PS3 is done?
same is the case with alpha kits on xbox 360. G5 with AGP 8x runs at 2 Gb/s between cpu gpu
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Old 21-Jun-2005, 22:31   #23
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Quote:
Originally Posted by dukmahsik
Quote:
Originally Posted by mckmas8808
Who cares about what it looks like should we care about this comment.

Quote:
PCI-Express x4.......2GB/sec. Hardly the 35GB/sec the final unit will have.
Can you guys believe what was shown at E3 was using 2 GBs? Thats crazy a 17x boost would really make games look great. So now that we know what the games at E3 were running on what could they look like when the final PS3 is done?
i dont think they were using this at E3
So what do you think they were using at E3? Something worse?
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Old 21-Jun-2005, 22:33   #24
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Quote:
Originally Posted by mckmas8808
Quote:
Originally Posted by dukmahsik
Quote:
Originally Posted by mckmas8808
Who cares about what it looks like should we care about this comment.

Quote:
PCI-Express x4.......2GB/sec. Hardly the 35GB/sec the final unit will have.
Can you guys believe what was shown at E3 was using 2 GBs? Thats crazy a 17x boost would really make games look great. So now that we know what the games at E3 were running on what could they look like when the final PS3 is done?
i dont think they were using this at E3
So what do you think they were using at E3? Something worse?
in E3 everything was a tech demo except Unreal 2007 which was running on a high end pc with sli 6800 like gears of war while the real time UE3 demo is similiar to the alpha kit Ruby Demo
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Old 21-Jun-2005, 23:13   #25
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That bandwith is for only one bus in the system, the AGP / PCI-X goes between main RAM and video RAM/GPU. It can slow down texture and vertex uploads (makes streaming them problematic), but the actual video subsystem can work at the full speed of the GPU's own memory bus.
So, the change won't have such a big effect, although it should allow some interesting new effects and more textures per frame.
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