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#2451 | ||||||
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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But Ms clearly made a fast move but hopefully the system was quiet standard with I guess decent tools API etc. In regard to the xbox "dumping" I guess publisher were not surprised either even a company as big as Ms can't support that level of bleeding for years. Quote:
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2 Improved PPU and 12 spu should be more than enough muscles. Quote:
Basically Ms would have to balanced their cpu/gpu budget depending on how well things run on the cpu or the gpu. I think they would do this within the bundaries they will fix themselves in regard to respective die size. Actually you should consider thing the other way. Optical shrink allow to pack more transistors but power consumption doesn't go don't as fast, thus such a cell (mostly as big as the actual cell at its launch) would most likely be consistantly more power hungry. That would put constrain on the rest of the system. Not too mention that it would cost more to produce and thus affect how much Sony is wiling to spend on the GPU. GPU is improtant and must not be overlooked, and Sony I think will be carreful to not price themselves out of the competition this time around. Imagine Sony do what you say, Ms come with a tiny CPU (say they pack four fixed/improved xenon cores along with 2MB of cache) they have a lot of budget left for the GPu and the RAM and they could have way neater package. While a four cores CPU may be enough, Sony may have to spend quiet a lot on its GPU to keep up in this regard => along with its supposed Cell2 the system will be consistantly more expansive, power hungry etc. Sony has to balance its silicon budget properly or they could be at either or both a graphical disadvantage or cost disadvantage. Quote:
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) Last edited by liolio; 30-Jun-2009 at 18:49. |
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#2452 |
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Agent of the Bat
Join Date: Apr 2002
Location: Alma, AR
Posts: 3,570
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Playora's Matt Spall said at Develop Conference 09 that the next generation systems will be browser-based & that this is the last generation of the traditional console.
http://www.mcvuk.com/news/35043/Spal...-browser-based Umm... Yeah, sure that sounds like a great idea. Tommy McClain |
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#2453 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,126
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PS3 was already hyped to be a cloud computing device (even though that term wasn't known back then and wasn't used if I recall correctly).
here, that's only a claim to get attention. |
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#2454 |
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Regular
Join Date: Aug 2006
Posts: 6,746
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#2455 |
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Junior Member
Join Date: Jul 2005
Posts: 86
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I do not know anything about the original claims, but Folding@Home is an interesting and useful application of grid computing, which is related to cloud computing in concept (scalable, distributed computing). But if one were to consider what the likes of Google's AppEngine, Amazon's AWS, and Microsoft's Azure actually does, then yes, the PS3 does not do anything like this.
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#2456 |
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Member
Join Date: Apr 2004
Posts: 371
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I think it will all depends on how Onlive, Gaikai, and OTOY do in maybe next two or three years. If they work as advertised and become successful, then we might see the complete transformation of the industry...if not, then we will see at least one more generation of so called traditional consoles.
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#2457 | |
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Member
Join Date: Nov 2006
Location: Somewhere over the ocean
Posts: 631
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This back in 2002 circa, back when the ps2's dominated the planet. Nobody belived him for a single istant, except for the fanboy + cellrulezwillchangetheworld people, but at the end the idea of a connected ps3 remained. |
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#2458 |
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B3D Scallywag
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Yeah but its not PS3 exclusive. In fact it was already available on the PC (and in the form of SETI at home for a long time) before the PS3 launched.
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PowerVR PCX1 4MB --> Voodoo Banshee 16MB --> GeForce2 MX200 32MB --> GeForce2 Ti 64MB --> GeForce4 Ti 4200 128MB --> 9800Pro 128MB --> 8800GTS 640MB --> Radeon HD 4890 1GB --> GeForce GTX 670 DirectCU II TOP 2GB |
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#2459 |
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hardware monkey
Join Date: Mar 2007
Posts: 3,898
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#2460 | |
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Junior Member
Join Date: Feb 2007
Posts: 31
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As has been said folding@home would be a classic example of grid computing, where by the end user has a system which is connected via software to a central server. the server sends out the data to be processed by the end users hardware, which then comes back to the central server once the job is finished. Or that a users hardware is designated the central server, it sends out the jobs which get sent to other users hardware and servers etc. I thought a cloud setup was basically when a central server does ALL the heavy lifting and sends the results to a simple receiver device with software in the users home. The end user does almost no processing. Think Kutargi's vision was based on grid computing and not cloud computing. Perhaps someone with more knowledge than me can help answer this question. |
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#2461 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,126
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cloud computing is vague, deliberately so even, as the term itself ; there's not necessarily a central server doing all the work. Processing is done "somewhere", likewise data might be stored wherever.
A grid is a good exemple of cloud computing. This very board could be a mundane one. Wikipedia is another one, with dozens of cache, web, database and other servers ; you have no idea where or how is processed your entry editing, but it gets done, and you access it from any web browser on yourlanguage.wikipedia.org |
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#2462 |
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Regular
Join Date: Mar 2007
Posts: 8,950
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Sorta. In broad terms...
Grid computing takes a bunch of disparate computing resources and ties them in such that they can perform on one task. Cloud computing uses a central computing resource to serve the needs of many "access" points. Replacing the need for traditional computers and replacing them with dumb terminals. Again REALLY broad definitions. Grid computer can be used to power computing resources for Cloud computing, but it doesn't work the other way around. Grid computing is more about processing data. Cloud computing is more about serving up data (and computer resources). Regards, SB |
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#2463 | ||
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Junior Member
Join Date: Feb 2007
Posts: 31
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The only problem is adopting a universal cloud setup would take away resources that the grid could use in the first instance... If we all simply had 'dumb' terminals at home then the grid could only rely on the hardware that remains. folding@home for example would not work if none of us actually had any hardware sitting in our homes. |
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#2464 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,126
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real dumb terminals have P2-class hardware and only run a VNC or similar session. Here a computer running mainly a browser needs more CPU power (it's pretty hungry), but the CPU usage is usually spiky and there's some to spare when pages were loaded and you are mostly scrolling through text.
So assuming a decent CPU in a light home appliance (such as a dual core Atom, VIA nano or sempron), you can fold, likewise a slow DX11 IGP can be used. Not as fast as a gaming PC, but lighter on the power bill, and with a great power/watt. Some people might be willing to donate 10W or 20W, not so much 100W or 200W. but we could be arguing that on the google chrome OS thread or have a generic cloud computing discussion (dunno in which section |
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#2465 | |
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Senior Member
Join Date: May 2002
Posts: 4,307
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Going from PS3 CELL: 1 PPE:7 SPEs ~ 1/5 of a TFLOP
to 4 PPEs:32 SPEs providing 1 or 1+ TFLOP would be a nice improvement 8 PPEs:64 SPEs providing 2 or 2+ TFLOPs would also be nice, given the timeframe. You might recall, one reported option for the PS3 back in 2003 or so was an 8:64 configuration, all on a single chip (even though that would be totally unrealistic for 2006): Quote:
I'd rather see PS4 with GPU that's no so outdated at the time of its release as the PS3's RSX was. RSX was so disappointing for a console that was meant to be cutting edge. IMHO the RSX was the least impressive for its time of any PlayStation. The PS1's graphic chip and PS2's GS were more advanced for their time than PS3's RSX. On the other hand, RSX was the first industry-standard GPU put into a PlayStation system. It didn't have any serious shortcomings compared to Sony's in-house graphics. So in that respect RSX was really good, it was just a low-end GPU by the time PS3 launched. Last edited by Megadrive1988; 25-Jul-2009 at 02:40. |
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#2466 |
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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I don't give much faith to this early report, basically that was unrealistic high expectations, basically they speak of 8 cells, that's 2000mm˛ not too mention the complexity of the mobo. I still believe no matter it has somehow been dismissed by a lot of persons here that Sony seriously considered at some point to go with a "gpu less" design so multiple cells would have make sense. Anyway 8 is... way too much.
Overall I'm less and less confident in the cell roadmap, 2010 is less than 6 months away we haven't heard anything about it, neither from Sony or IBM. I think that if anything IBM is focusing on its POWER7 supposed to deliver a consistent amount of flops. They know larrabee is coming at they don't want to loose to much market share on the HTC /super computer market. I wouldn't be surprised if the three actual manufacturers end up with pretty similar Power PPC next gen. The only case where I don't see this happens is if larrabee is to land in on of the next gen system I think that the manufacturer which made that choice could have a X86 CPU. If negotiations have been tough enough with Intel and the latter decided to cut a lot in their margin. After reading rumors (based on old rumors... Xenon does not support multi threading for it vmx units and given the number and the size of the register it could prove pretty costly to implement. I also had been wandering if cloud based rendering/computing could be part of the equation. Basically offload operations where latency has no significant impact on the game. I especially think of AI. For example think about a huge open world where your actions would have a real significant impact on the population populating it. That could be a lot of data to update and eat consistent memory space. In regard to rendering I don't know how could rendering could be mixed in. Interestingly it could an addition done on a per game basis, not all game would need it.
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#2467 | |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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Also one has to think about the added cost of running your cloud computing server on the dev side. Would the added cost be paid for by the product consumer? Then again such games could be distributed as XBLA/PSN titles. I dunno |
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#2468 |
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Senior Member
Join Date: May 2002
Posts: 4,307
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I have no faith in anything like cloud computing , web browser based computing, server based computing, distributed computing, etc as far as real-time games are concerned. This won't happen in time for the next generation consoles, Xbox3/PS4 assuming those consoles are coming in the 2011-2013 timeframe, 2-4 years from now. By 2020 or so when it's time for Xbox4 and PS5, perhaps the technology will be ready.
Alternatively, if Xbox3/PS4 aren't coming until 2015-2016, then perhaps some model of cloud computing might be ready, but just barely. As I see it, next-gen console games are still going to depend on the CPUs and GPUs that can be put into a box that sits in everyone's home. The advancement is going to come from moving from multi-core to massively multi-core aka manycore, as well as the advances in software/tools/programming models. But still based on the silicon that can be manufactured, not remote data centers. |
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#2469 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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Until hyper-fast broadband is as easily available as mains power, Cloud won't and can't be the focus for the major platform holders.
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#2470 |
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Regular
Join Date: Mar 2007
Posts: 8,950
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It just depends on how much of the public a manufacturer wants to exclude. There will ALWAYS be someone without fast broadband. Hell, I'd argue that for the next 25-50 years if not more, there will always be someone without broadband.
However, that doesn't preclude any company from deciding that the population without fast enough broadband is small enough that it doesn't matter or composed of a demographic that wouldn't be purchasing consoles for personal use anyways. That said, I still think it's at least 5-10 years away (if not more) before any of the major players could even think of implementing a console focused on cloud gaming. Online only distribution would be the first step. As with that you could still have offline methods of distribution through secure memory cards or something. Regards, SB |
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#2471 |
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Member
Join Date: Sep 2008
Location: Seattle
Posts: 286
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I have a totally hypothetical question.
What would be the pros/cons of using a setup like this (PS4 used just to illustrate point): Cell 4/32 as CPU/General Purpose Unit (or Cell descendant) 2x a midrange GPU at launch (like a built in SLI/crossfire; maybe evolutionary descendant of RSX) 2 (or 4) GB RAM; split a la PS3 4x (or 8x) Blu-ray built in A/B/G/N wireless and ethernet I'm just thinking that with the economic climate, all 3 current console manufacturers might really go evolutionary steps and try to not have to pour a cubic butt ton more money into R&D on new/unproven tech. I just find it hard to believe that after all the grief Sony has taken that they would be somewhat reluctant to go through that again by using Larrabee this early. |
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#2472 |
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Join Date: Dec 2003
Posts: 214
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Wouldn't it be easier/more efficient to have 1 more powerful gpu over 2 lower powered ones?
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#2473 |
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yes, i'm drunk
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Yes, only positive effect from having 2 smaller ones would be better yields
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I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
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#2474 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,126
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even then you can disable part of the GPU, as is already done on Cell and RSX (which has 28 pipes, 24 of them enabled).
dual GPU add costs, eats too much power ; the power budget can't increase anymore in consoles. You also need to design a new dual GPU mechanism, probably an MCM with very high speed interconnects, or either you have to duplicate all assets, wasting a huge quantity of memory : a usual scarce resource on consoles. a point was already made against a 4/32 Cell. I can imagine a 2/12 Cell with a midrange GPU (the RV740 kind of midrange CPU : very fast already) and 2GB of rather fast unified memory. |
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#2475 |
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Senior Member
Join Date: May 2002
Posts: 4,307
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no reason for duel midrange GPUs. Best thing to do is take the basics of a new upcoming highend GPU and customize it, work hard on increasing its efficiency. By the time the console comes out, the GPU in it is near the state of the art of what you can buy seperately for PC, maybe a little more or a little less. Xbox1 in 2001 was this way, it was a GeForce 3.5 almost a GF4, at a time when GeForce 3 Ti500 was out for PCs. The Ti500 had a fillrate and bandwidth advantage over NV2A but NV2A had more geometry power, and perhaps more pixel shader performance, although they both shared the same basic 4:2 design. NV2A was not outclassed by Ti500 like the RSX was outclassed by the G80.
I'd like to see PS4's GPU a highly custom well-thought-out work by Nvidia and SCEI. |
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