A PS3 breakdown of all components.

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/from a skim read/

seems like an, erm, comprehensive collection of popular-level information on ps3. i'd guess it can be a very useful reference material for some purposes, as long as you steer away from the analysis portions - some things there are way too thin (possibly due to the author's thin background in the industry - the guy's a junior CS student). overall hardly anything there which has not been discussed on these very boards, and to a much greater depth too.
 
I was PM'd this link and I suggested the guy that wrote it comes to B3D if he really wants technical discussion. When I saw the thread yesterday it didn't appear the author waas going to get much real technical input. This is what I replied in PM

...

Okay, I've given it a look. They guy's obviously put a lot of effort into reading up on the PS3's hardware, but inexperience and an apparent pro-Sony stance have muddled up some of the facts. Which is a shame, as it could have been a useful balanced work worth referencing, but it's got some serious holes and works mostly as PS3 propaganda.

A couple of points that stick with me.

1) He overlooks the effort of software development. It's all very well saying 'create new techniques to fit with the Cell architecture' and is a philosophy I have applied to support Cell, but that still means adding cost and time to development, meaning for all Cell’s potential, much of it may go untapped most of the time.

2) He hasn't understood Unified Shaders at all, their advantages, and he swiftly fobbed them off saying 'ATi aren't using them in their latest GPU so they're not the way to go.' He's wrong on many points! In a few years I wouldn't be surprised if all GPUs are US!

3) In breaking down system bandwidth, he's right in his analysis of the system's useful totals, but he has totally overlooked the impact of framebuffer activities. Not a single mention was made, and he speaks as though RSX's 22 GB/s GDDR is just going to be used for textures and models. When you consider that the GPU needs lots of memory bandwidth in the rendering of pixels, especially with antialiasing, you see RSX is quite limited, especially compared to PCs. And in Xenos, much of that requirement is nullified by the eDRAM. Where RSX has 22 GB/s for textures, models and framebuffer, Xenos has some 21 GB/s from RAM + 256 GB/s for the same purposes. Xenos will never be bandwidth starved for framebuffer effects, just like PS2.

There were other little niggles too, like saying BRD's transfer speed is an improvement over PS2s, but not considering the RAM capacity has increased moreso. If the drive speed is increased 2x, and the memory increased 8x, your load times will go up by 4x.

As a reference for Cell's architecture, I think it's pretty good. As a fair comparison with XBox360, it's quite poor. It raises some fair points comparing to PC, and IMO doesn't give a particularly balanced view of PS3 specs as a whole. There are some aspects not so good that Ebony hasn't touched upon.

All in all, it's a shame people write these sorts of things to prove a point (PS3 is best) rather than to educate (here's a fair breakdown of PS3, XB360 and PC architectures with pro's and con's to each)
 
Shifty Geezer said:
3) In breaking down system bandwidth, he's right in his analysis of the system's useful totals, but he has totally overlooked the impact of framebuffer activities. Not a single mention was made, and he speaks as though RSX's 22 GB/s GDDR is just going to be used for textures and models. When you consider that the GPU needs lots of memory bandwidth in the rendering of pixels, especially with antialiasing, you see RSX is quite limited, especially compared to PCs. And in Xenos, much of that requirement is nullified by the eDRAM. Where RSX has 22 GB/s for textures, models and framebuffer, Xenos has some 21 GB/s from RAM + 256 GB/s for the same purposes. Xenos will never be bandwidth starved for framebuffer effects, just like PS2.

This was the most glaring part to me. He completely ignores the EDRAM bandwidth in his comparison, saying basically that PS3 has twice the bandwidth to VRAM and leaving it at that. Never does he even mention the possibility that the 128-bit bus to VRAM might be a limitation for framebuffer activities. Nor does he even dedicate a single sentance to the benefit of having EDRAM

Except this later in the section dedicated to 360:
The RSX doesn’t have anything to compare to this free bandwidth for anti-aliasing and other effects, but I don’t think Playstation 3 fans have to worry too much for a few reasons. First, even PC cards don’t sport eDRAM and AA still accomplished even with other effects enabled. Additionally, games can step up to 1080p on the Playstation 3 to lower the need for anti-aliasing. Lastly, this eDRAM is probably in the Xenos as a necessity rather than luxury, since the main memory bandwidth between the GPU and CPU on the Xbox360 is shared. The RSX and standard PC cards have dedicated bandwidth to video memory, which is definitely where the frame buffer resides.

A little ridiculous to say the least, his basis for the framebuffer not being an issue is:
- PC games run AA already without edram :rolleyes:
- PS3 games can render at 1080p reducing the need for AA :rolleyes:
- PS3 has 22gb/s dedicated bandwidth (as if that's alot :rolleyes: )

Heavily biased.
 
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I got a chuckle when he said developers could "in realtime" render their worlds completely on CELL. This is true, but when hasn't this been true? But his insinuation is completely incorrect: It would be more than "wasting RSX" or "wasting Cell" when it could do other game elements, Cell cannot compete with RSX when it comes to graphics because RSX's pipeline, shader configuration, etc are all focused to be extremely effecient at these tasks.

His determination to compare only the 360's UMA (22.4 vs. 48GB/s) and comment that ATI's current "highest end video card" is fixed function got a laugh (he probably means discreet VS and PS). The memory part in particular (seeing as he ignores all the large bandwidth clients on the GPU end) and his suggestion the nature of the eDRAM is mainly for MSAA is wrong, especially his examples and comments on tiling. In this section it most clearly draws out his point: A platform specific defense. Which is fine, but it is what it is. I noticed his GPU section is extremely sparse in general and barely touches on featuresets and their relevance to performance and future graphic techniques. Further, he propagates the unsubstantiated idea that a unified shader MUST be slower comapred 1-to-1. This may be true if there was a fixed transistor budget and all things were "equal" but this is hardly the case and there has been no information to confirm this point at all. I find it interesting he floats this as "true" yet he doesn't even both to discuss the benefits of load balancing, especially considering large segments of render time are VS bottlenecked. And his last "zip" on how ATI's new GPUs are not unified suggests unified is NOT the way to go is laughable.

Now that I scroll down it becomes more clear this is fan-pr and he is picking on every negative blurb he has heard. Funny how he rips on a designer -- because he is not a programmer -- yet he feels free to make his own conclusions when he is pretty much in the same boat... minus the fact the guy he is ripping is actually working on BOTH consoles. :LOL:

Basically it a lot of information culled from the net :):cough::B3D::cough::) and is a fans take on his platform of choice. Not a bad job, but definately not anything never discussed here and most decidely pretty clearly a one sided strawman arguement with a lot of incorrect information.
 
scooby_dooby said:
This was the most glaring part to me. He completely ignores the EDRAM bandwidth in his comparison, saying basically that PS3 has twice the bandwidth to VRAM and leaving it at that. Never does he even mention the possibility that the 128-bit bus to VRAM might be a limitation for framebuffer activities. Nor does he even dedicate a single sentance to the benefit of having EDRAM
Well I would guess on the surface that it could be that (a) he has no clue about RSX at all or (b) the information would not jive with his purpose, namely:
Heavily biased.
Based on some of his comments I think it is some of both, but his use of information to draw at certain conclusions is pretty blatantly obvious. It is kind of like the reverse when people poo-poo on Cell only because it is different and don't understand it. Obviously understanding something does not resolve all problems, but it does tear down the wall of "we currently do it THIS way and it wont work on THAT" to "we cannot do it THIS way, but a NEW method will work great on THAT".

But such ideas are pretty foreign to the common fan--which can even afflict the technologically knowledgable.
 
Shifty Geezer said:
And in Xenos, much of that requirement is nullified by the eDRAM. Where RSX has 22 GB/s for textures, models and framebuffer, Xenos has some 21 GB/s from RAM + 256 GB/s for the same purposes. Xenos will never be bandwidth starved for framebuffer effects, just like PS2.

shifty, you're gatting carried away a bit here. xenos' edram backbuffer gives it an edge only at FSAA and ROPs. nothing else (i.e. no textures, no meshes*). PS2's framebuffer model had quite some more advanages over xenos datapath-wise.

* even if we assume vertex render targets, IIRC those still have to go over memexport, i.e. you can't use that from the framebuffer direclty.
 
I think there are some more issues either way.

The question is, can we do better? It could be rather cool to try, as a collective B3D effort, andn then maybe offer it as an article to the B3D website.
 
darkblu said:
(i.e. no textures, no meshes*).
Yes I know, and maybe worded myself poorly. For the given tasks, texturing, meshes, and rendering, the total BW for XB360 is 22+256. I didn't make any distinction to the tasks that certain BW were limited to keep it simple and in line with the source article's approach of counting totals. Basically, the backbuffer BW for rendering is not an issue for Xenos, like PS2, but of course PS2's use of eDRAM was less focussed. It is an issue with PS3 that has to share the same BW before more activites.
 
Arwin said:
The question is, can we do better? It could be rather cool to try, as a collective B3D effort, andn then maybe offer it as an article to the B3D website.
Supposedly the text is 24,000 words in length. I've read shorter books. It'd be quite an undertaking. That's why it's a shame someone has gone to all this effort and wasted the opportunity. Still, the guy said it was open to discussion. If he's serious, he should listen to criticisms and correct it himself, especially if he takes his comp sci seriously and wants a neutral approach to the industry. He needs to lose the polarizing goggles if he's to properly understand the technology I presume he wants to work with.
 
Spread the news and tranform the post in an evangelium because is the truth that we have for fight against FUD, manipulation and lies from Opa-Ages posters like DeadmeatGA, Red Cloak and other liars that are lying everyday about the PS3.
 
Shifty Geezer said:
Supposedly the text is 24,000 words in length. I've read shorter books. It'd be quite an undertaking. That's why it's a shame someone has gone to all this effort and wasted the opportunity. Still, the guy said it was open to discussion. If he's serious, he should listen to criticisms and correct it himself, especially if he takes his comp sci seriously and wants a neutral approach to the industry. He needs to lose the polarizing goggles if he's to properly understand the technology I presume he wants to work with.

Yes, but we could identify a number of topics, and then divide them among several authors. Then discuss the results until we've reached a consensus (or two clearly defined views that both can't be easily refuted).

Then we can go back to these topics whenever new information comes out and update/correct.

It could be great. It could eventually lead to some good wiki material.
 
Arwin said:
I think there are some more issues either way.

The question is, can we do better? It could be rather cool to try, as a collective B3D effort, andn then maybe offer it as an article to the B3D website.

The problem is that any discussion needs to be crouched in the context of software, which would be games. Who cares if Xenos can do vertex texturing, coherant memory reads, hardware tesselation, and so forth if no uses it (for whatever reason). Ultimately hardware is going to be judged by the software which has a ton of factors influencing such (notably tools and developer skill and resources)--the hardware is just a portion of the pie in this regards.

Even if we could eliminate those factors (but why would we? They are equally important in the question of reality: what can we realistically get out of the machine?) we still have the problem that game design is a moving target, and thus any arm chair analysis is difficult because we would be filtering that through preconceived ideas of how a machine should be used--on top of our perception of how the hardware functions. e.g. What is the best approach: The MGS4 engine, UE3 engine, Halo 3 engine? These engines will each reach different bottlenecks that limit the game design, yet a similar game may avoid such and be able to push their game 2x as far by resolving such.

This sounds like relativism, and that is because it is! UE3 is a perfect example. To games sum it up well: Frame City Killers. Gears of War. Same engine, same target platform, totally different results. If we were able to clone 10-20 dev teams and have them start a game the same game at the same time (thus using similar degrees of toolset maturity and knowledge of the platform) we could get somewhere significant. But even then that would not be totally fair because certain game designs lend themselves better to different platforms. And in the real world trying to compare best-to-best, or ports, or the average quality further complicates such.

Which brings us to another important factor of a design: porting and dev familiarity. It seems to me this is where MS's and Sony's visions are different. MS is obviously trying to platform with the PC and to a degree with their new API. Sony may have ticked off some PC devs but the PS2 devs seem pretty happy with many of the improvements over the PS2.

So who is right? Both.

Even if we could refine all the technical merits of each platform and construct them into some unbiased X+Y+Z = Overall Better, we then must turn to the tools and skill of the developers and how relevant such technical benchmarks are in regards to art. e.g. Machine A does 3x as many polygons, but Machine B can do soft shadows and self-shadowing on dynamic objects.

What is more important: The higher poly count or the better shadowing? We could argue all day long which is more important, but honestly neither are outside how a developer uses them.

If there was a bigger gap between the platforms we could say more. They took very different approaches, but in the end they are on the same process. MS rushed to get the X360 out -- with some shortages -- and Sony delayed their launch. So it seems they are farther apart in release than they are in many ways.

I think this is probably the best we can do: ERP and some others a while back did a "x does y better than z". e.g.

Xenos has an edge over RSX in pixel fillrate
RSX has an edge over Xenos in texel fillrate
Xenos has an edge over RSX in dynamic branching in pixel shaders
RSX has an edge over Xenos in theoretical peak flops
Xenos has an edge over RSX in shader utilization
etc...

This lays out the differences clearly, but it also leaves those differences up to the individual developer how important they are to their design. And as Fran, Faf, and others recently noted for exclusive devs you minimize the weakspots and focus on where the machine excells. So the answer that, "X is faster than Y at A,B,C" is pretty arbitrary because on machine Y you would probably do tasks D,E,F instead.

A checklist would be nice (but can be misleading; e.g. see RSX pixel fillrate or Xenos aggregate system bandwidth as examples)... but even that only works mainly for GPUs. CPUs are more flexible and do not solve a limited number of problems as GPUs do. The problems and solutions are just different and are really dependant on a case-by-case basis, in real software, and even then it is not always clear how much they help in real world scenarios. e.g. Is it even the limiting factor? (A lot of the internal PDFs I have seen mention first determine of something is a bottleneck before even bothering making it faster). Another example is if you are 2x as fast at cloth physics it may not be as a big of win as it first appears (e.g. that could take you from a 100x100 mesh to a 141x141).

Specs are important, and they are fun, but I am not sure we can ever arrive at meaningful conclusions. Typically itself, 3 and 4 years down the road, is what vindicates hardware decisions. Not the hardware itself -- as it could be woefully under utilized -- but the combination of factors of the right hardware, the right tools, and the right time for the technology and the direction of the industry. Some things are obvious up front, others less so.

Anyhow, yes we could do better. We already have if you read some of the posts from Spring 2005. But I think most of us also realize that any such articles would need to be presented in a way that is not only fair, but also restrained to note that ultimately the ONLY important hardware features/performance are the ones used by developers. And to that end we are all in the dark to a significant degree seeing as 2/3rds of the machines are unreleased and very little next-gen software has been crafted.
 
Acert93 said:
The problem is that any discussion needs to be crouched in the context of software, which would be games.
I would say if such an article were to be approached, you'd limit it to the hardware features, and don't do any comparison work or software guesswork. This won't solve the forum bickering that the source poster was targetting, but you never will as people have different opinions and it's these unprovable opinions that give momentum to the discussion. eg. It's fact Cell has more peak power than XeCPU, but whether that will result in better games is dependent on lots of other factors where subjective opinion on those immeasurable other factors will turn that into heated debate.

As a technical exercise, it'd be good for a college/university paper. It'll have no place as a B3D article as B3D is about graphics hardware, not processors and not games machines. It'll also have no place in the fora of the world, as the tech specs will still be lost on 99% of reader who will continue to use said document to point out "Cell has more power" or "Cell is too hard to use", because the document won't and can't serve the purpose intended - to find which is the 'best platform'.

What would be more useful is a carefully constructed document using psychologically determined patterns of words and sounds that induces a sense of peace and relaxation in the readers. They then would stop their FUDing and bickering and learn to love the world for what it offers in all it's diversity.

Ommmmmmmmmmmm...
 
Acert93 said:
The problem is that any discussion needs to be crouched in the context of software, which would be games.

There would be an intricate relationship between the two. You make an inventory of what is known about the hardware and discuss it's theoretical possibilities. Then you match those to information you get from games, and developer comments, and refine that inventory. You can make articles on how developers and games manage to get around certain bottlenecks or exploit certain advantages of a system.

It would be a lot of work, for sure, but it would also be very valuable information, not just to readers but to ourselves, and not something each on our own can do with equal efficiency or authority. And it would have a potential self-accellerating effect.

If we make each part of it useful in terms of reference, then it would also make our discussions much more effecient, greatly reducing the need to repeat a lot of things in each discussion.

Your post now is in itself already a good contribution to some such reference, after all.
 
Arwin said:
It would be a lot of work, for sure, but it would also be very valuable information, not just to readers but to ourselves, and not something each on our own can do with equal efficiency or authority.
What you describe is an ongoing work as new information is released, and it's happening right here, right now on this forum. That's what it's for!
 
Shifty Geezer said:
What you describe is an ongoing work as new information is released, and it's happening right here, right now on this forum. That's what it's for!

But that's the point - this place is the ideal spot for such discussions, so why not take them a step further and make them into proper articles that can be discussed, updated, followed up, function as source for wiki articles, etc.

I will try to make a prototype sometime soon, to give an impression of what I mean.
 
I kind of like the idea in concept, but you guys gotta do the work. ;) And then of course convince the discerning editors of B3D it is worth putting on the front page. :smile:
 
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