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#1 |
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Member
Join Date: Oct 2002
Posts: 542
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This is not a knock on Sony's cell processor, I'm just as excited as anyone to see what they accomplish with this new technology. This is more associated with comments made by Iwata and Yamauchi. I would like to know what part does the CPU have in rendering what we see in games. This generation seemed as if it was headed down the path of creating GPU's that reduce the amount of need for tasking CPU(I don't know much technical lingo so please bare with me). The truth is I would like to know what advantages a multi-core cpu has over the technology thats used today in most CPU's?
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The Terminator is out there, it can't be bargained with, it can't be reasoned with, it feels no pitty or remorse. And it absolutely will not stop until you are dead. One of the greatest lines delivered in film history. |
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#2 |
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Hoopy Frood
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"Needed?" No, not really. It's not "needed" in PC's yet either.
What might it potentially be able to bring about...? Now that's a different question. |
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#3 |
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A Reformed Member
Join Date: Mar 2003
Location: Finland
Posts: 4,798
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I'm no expert, but one would think that multi-core cpu / multi cpu machines are better at multitasking.
If Sony is going for game console/pvr/web/multimedia all-in-one machine, a multi core CPU might give better performance. |
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#4 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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It's not that they're 'better at multitasking'. It's that multitasking allows them to exploit their power more fully.
Multiple CPU's are a cheaper way of achieving very high computing power than a single CPU of the same spec. The problem is that to make use of this power you need either multiple applications running at once (i.e. very much not a console scenario) or a carefully constructed application. Unfortunately, constructing these applications is long-standing problem, and so far substantially unsolved for general programs. A major issue is communication between the different cores - it's astoundingly difficult to design a communication method that works well, and this communication is probably as important as (maybe more than) the raw horsepower of the CPUs. There are far fewer rumours around about comms than about CPU cores (to put this into analogy, there may be a great engine in the car but nobody knows much about the drivetrain). That said, there are many algorithms used in games that might be well suited to multiprocessing if well implemented on a system with good comms. If the future consoles do go multi-CPU (even, to some extent, 'just' hyperthreading or equivalent) it will be great news for rocket-science console coders. Whether it will be great news for console gamers remains to be seen. |
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#5 |
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Me me me
Join Date: Apr 2002
Posts: 15,349
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I think it's down to how a super-beefed-up single core CPU can keep up with a multi core one.
I "feel" the multi core choice would be more "efficient" and elegant. But that's probably just personal bias... In the end some people will throw Hz at the problem, some others will go around it other ways. As long as the chip gets the job done, i'm not really concerned. Although i feel in the long run we're gonna have to move to multi core cause Hz can only push you so far and will eventually "top up" at a certain number, at which point all we will be able to do is adding more cores to gain extra performance... So maybe the answer at the moment is possibly uncertain, but i'm almost 100% sure that it's the way to go in the future. |
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#6 | ||
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Member
Join Date: Nov 2003
Location: Texas, USA
Posts: 353
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Quote:
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#7 |
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Member
Join Date: Jul 2003
Location: Houston
Posts: 652
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londonboy was probably referring to cost-throughput efficency, which is different than cycle-throughput efficency. In that case that's dependent upon the type of applications that will be be ran on the device and how easily they are to parallelize.
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#8 | ||
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Join Date: Apr 2002
Posts: 2,158
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If your mentality, the idiosyncrasies of MS/ATI, leads you to be willing to conceed that the potential logic area of a "CPU" doesn't have to be fully utilized because of your big, bad-ass "GPU," then you're going to get your ass handed to you in a console enviroment by someone who isn't factoring in such artificial barriers. And with that, I shall step off my soap-box and get to work. Speaking of which, didn't one of Microsoft's initial requests speak of Vertex Shader type constructs on the "CPU"?!? Also, I have a long day ahead so my responce won't be for a bit, I'm sorry. |
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#9 |
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Member
Join Date: Jul 2003
Posts: 553
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Aren't we already using multiple cores, albeit massively different designs, when we run a 'traditional' cpu and a gpu at the same time to construct a real time simulation? Would a better approach (for now) be to design processors per function as we have for graphics? ie. generic unit (traditional cpu), physics unit, AI unit, ect.
It seems a balance could be better achieved from that perspective than many of the same cpu. Then again, developers probably like that kind of control. It just seems really complicated from a design/implementation perspective. But I'm hardly an expert.
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"Eschew obfuscation." -Wise Man |
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#10 |
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Senior Member
Join Date: Jun 2003
Posts: 1,165
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Short answer is 'no', not at this point in time.
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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." - Albert Einstein "Windows NT crashed. I am the Blue Screen of Death. No one hears your screams. " - unknown |
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#11 |
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Member
Join Date: Nov 2003
Posts: 686
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WRT efficiency:
It is "generally" true that efficiency falls as the number of processors increase due to increasing latency. Running hpl on varying number of compute nodes shows this easily. However that is quite hardware and application specific. The Earth Simulator was created to solve certain classes of problems, and the software that run on it are specifically written for the hardware. As such it managed to acheive 70% efficiency for certain applications. An impossible number for something so hugh, but true. A SSI cluster with very good interconnect may hit nearly 80% efficiency with hpl. (For reference, running hpl on a single processor clocks 70-80% efficiency, can't recall exactly.) |
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#12 |
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Senior Member
Join Date: May 2002
Posts: 4,308
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its not -absolutely- needed, i supposed, but it is needed in order to see a massive increase in processing power. clockspeed alone won't get us enough performance increase. we need the combined effect of multipule cores with increases in clockspeed to see improvement of an order of magnitude.
the same thing can be said of GPUs. you need multipule processing units (pipes, vertex units, etc) combined with clockspeed increases (and memory increases) to achieve enough of a leap in performance. |
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#13 | |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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#14 | ||
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Senior Member
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__________________
"Any idea worth a damn is already patented... twice" -Mfa |
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#15 |
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,177
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FWIW I dont' think it's "needed".
I think it presents some interesting opportunities from a technology perspective, but I also don't expect to see those emerge quickly. The fact is most games are not multithread friendly and it's going to take developers time to start using multicore systems effectively. As long as the individual cores aren't crippled in the same way the Mips processor on the PS2 is (i.e No L2 Cache, no double math support etc etc.) and as long as someone has put some thought into resolving the multiple views of memory and potential communication issues, then to me it's just more resources to use and you have to like that. Gflops aren't everything, good integer performance is still very important to your average game. |
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#16 | |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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#17 | ||
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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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#18 |
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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Especially when I was arguing that multiprocessing is an effective way to enable the availability of MORE raw, universal horsepower IF you have the coders who are wise enough to make use of it and a sensible comms architecture.
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#19 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Quote:
Anyway, on topic, I pretty much agree with what ERP said. Personally I also rather look forward to the concept as long as it's going to be a consistent design without stupid oversights. |
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#20 | ||
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Member
Join Date: Nov 2003
Location: Texas, USA
Posts: 353
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Efficiency is usually defined as the speedup per processor. The more processors you have the smaller the speedup gained by adding additional processors. I'm not saying multi-core CPUs are a bad idea, I'm saying their efficiency drops dramatically as you scale upwards. For now, multi-threading has a great performance potential, but at a point it will hit a wall. It's likely that clock increases can continue beyond that point. |
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#21 |
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Junior Member
Join Date: Feb 2002
Posts: 43
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That's because in SMP systems the processors are sharing the same resources (memory,bus,io) which are already slow for a single cpu. Global synchronization is also extremely costly. But there's never been any doubt in my mind that the futur is asynchronous parallelism in both hardware and software. There will always be a need to serialize and synchronize of course, without that, reality may not make sense, but the idea is to restrict this to a minimum.
Is this possible ? Yes, absolutly. We just need to think a bit differently. After all the art of parallel programming is in it's infancy while the hardware is barely existant. What fascinate me the most about 3D is how more then anything else it is contributing to the devellopment of mainstream low-cost parallel architectures. Though currently most of that parallelism is hidden, it is still a step in the right direction. After all, without 3D, it could have taken decades more before we'd seen the likes of what GPU are offering us today. It's not that parallelism and a-synchronization or de-serialization is something new, but it's just like gasoline, why change what work, even if it's primitive and limited? This is why I hope "cell" will work well enough to inspire the rest of the industry to follow in it's footstep and push parallelism forward. But no matter what, one day, everybody will go that way. The bigest limitation toward that goal is the hardware, not the software. Not easy to overcome, and we'll need much more then a few billions transistors to achieve "thinking" and "living" computers which are our ultimate goal... no? |
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#22 | ||
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,177
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A lot of game datastructures still require random access to memory and while game programmers in general try to model structures as streams (at least the good ones do), sometimes it's either impossible or just impractical. |
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#23 |
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Regular
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Fully async logic has quite a bit of overhead, with the extremely short pipeline stages of high performance processors Im not sure if it would actually gain you anything.
I think keeping clocks synchronous wont get much more difficult ... if we start using switched networks instead of long wires going everywhere the domain in which the clock needs to be synchronous will get smaller with shrinks. As for how much parallelism we can use ... consider our brain, and it's clock speed. The really interesting applications have more than enough parallelism to go around. |
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#24 | |
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Join Date: Apr 2002
Posts: 2,158
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Although that doesn't stop some concepts from transfering over such as the theifs who stole AntiAliasing. |
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#25 | ||
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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But you know I was talking about actual arithmetic throughput, data width, and completeness of the instruction sets, none of which current VU complies with. And I can tell you that I've run into situations where every single one of these would have been good to have, even with the "simple" programs we usually write for VUs. Quote:
You can also do a whole lot more with not-streaming friendly problems if APUs can indeed start in/out DMAs from their side. |
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