Current Generation Hardware Speculation with a Technical Spin [post GDC 2020] [XBSX, PS5]

Discussion in 'Console Technology' started by Proelite, Mar 16, 2020.

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  1. fehu

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    A stupid question
    We are all talking about how cool BCPack and kraken are, and how we would like to compress and decompress stuff all day.
    From what I've read using hardware the overhead is really small, I don't know small compared to what, but small.
    So why nobody uses them in a memory controller, even in bespoke products as consoles?
    Maybe just on a pair of memory controllers, reserved for not latency sensitive data like texture, to store double the data.
     
  2. DSoup

    DSoup Series Soup
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    I don't know, how many?
     
  3. Xbat

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    Sony has intimated that they have invested a lot of silicon into the hardware of the decompression and whatever else is involved.

    Edit: actually not sure if Cerney said that or it was Digital Foundry.
     
    #1903 Xbat, Apr 5, 2020
    Last edited: Apr 5, 2020
  4. Shifty Geezer

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    Given Valve approach users to take the survey, I assume they pick people with at least some decent amount of gaming time. It'd be daft to select a large proportion of people who don't even use Steam for their Steam survey. ;)
     
  5. Love_In_Rio

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    Not many, it still is a 256 bits bandwidth chip, so 300 mm2 around.
    I wish they at least increase their GDDR6 speed.
     
  6. Betanumerical

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    Making a working compression/decompression solution that can work at memory speeds (30/50gb/s) with low enough latency and high throughput is a nontrivial task.

    Compressing everything would also add issues to the 'random' access part as you would have to access the entire file or at least a large enough part to decompress everything which would waste bandwidth and increase latency if you only needed part of the file.
     
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  7. pharma

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    Is DirectStorage already in use with AI and HPC applications but called GPUDirect Storage?
     
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  8. DSoup

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    I think this discussion has occurred before. I have Steam installed on all my machines, I never game my on 12" Macbook because it's a 12" Macbook, and I only ever seen to get the Steam hardware survey on that machine. Never on my gaming PC or iMac. I'm pretty sure it's random, bit it's definitely not targeted in that regard. :nope:
     
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  9. mrcorbo

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    There are some common elements in terms of the objective, but the implementation differs.
     
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  10. blakjedi

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    In last year's Project Scarlett E3 teaser, Jason Ronald - partner director of project management at Xbox - described how the SSD could be used as 'virtual memory', a teaser of sorts that only begins to hint at the functionality Microsoft has built into its system.
     
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  11. dobwal

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    They do. Data compression on SSDs isn’t new. It’s been around since before the current gen of consoles.

    It’s one way of reducing write amplification as well as increasing performance since there is less data being written and stored on a drive.

    LSI was the first company to offer compression tech on ssd controllers. And their controllers were widely used. However, their tech was patented and fell under the control of Seagate.
     
    #1911 dobwal, Apr 5, 2020
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  12. Globalisateur

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    You know where God of War can push that much watts ? (~170W)

    On the main screen. This is where that test was done.
     
  13. Xbat

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    I have a feeling COD warzone might have a similar situation. My PS4 fans are loudest while matchmaking.
     
  14. PSman1700

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    Just playing Doom 2016 does the same thing to me, base ps4.
     
  15. zupallinere

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    It would be interesting to see how that will affect the lifetime of the SSD if that were the case. Lots of writes there.
     
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  16. turkey

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    He probably meant more like the cartridge based consoles, read only
     
  17. 3dilettante

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    One point that came up in the video was the 95C operating temperature for the 290 line leading to a higher rate of thermal cycling failures. I wouldn't have the data to know, although I recall at the time that Hawaii launched I theorized that the constant 95C could reduce the impact of cycling. I think there was an article or blurb from AMD that insinuated the same, but it's been so long that I can't find it.
    Part of the impact of thermal cycling is the cycle part of the process, which a constant 95C wouldn't be doing. The power-up and power-down cycles are some of the most extreme transitions, but they are relatively infrequent. Spiky utilization of a high-power chip and the back-and-forth trips up and down the temp/fan curve can happen many times between system power-on events, which is something vendors have an eye on as a more persistent threat to the mechanical reliability of the package.
    There's a wide array of optimization points for the choice of materials, their arrangement, and the power behavior of the chip. There's the coefficient of thermal expansion that vendors can try to match, or try to handle when it doesn't. On top of that, there are the properties of the connections and layers like the underfill. Over the whole operating range, the physical properties can shift. Layers can expand/contract, and they can be stiff/soft or brittle/flexible as well. Selecting a target range or operating limit can influence what materials are chosen, and mistakes can lead to materials that weaken too much at a high temp, or remain too stiff at some temperatures, causing them to transmit excessive force up or down the stack. In theory, a chip package with materials that matched well at 95C and didn't have overly stiff adhesive or support layers could exist at a comfortable balance at a fixed operating temperature, with only the rarer power-up or power-down ramps being the place where stresses rise. Taking the same stack and putting it out of its range or not being consistent could actually increase the rate of wear, even if cooler.

    That was the theory at the time, although I don't have the long-term data to know if that turned out the be the case. It's possible it wasn't that helpful, or there could have been other reasons AMD moved away from that operating point. It was at a time something AMD indicated was a design advantage, that their DVFS could react quickly enough at 95C to maintain constant temp and not allow utilization spikes to push hotspot temps into dangerous territory. Competing GPUs needed much more safety margin in order to catch temperature ramps and give their longer driver-controlled loops time to react.
    HBM memory, user fears of overheating, cooler variability, iffy leakage and efficiency effects, and possibly concerns of other temperature-driven effects besides cycling may have led to it being a solution appropriate only for that specific set of circumstances.

    There are two items that come to mind.
    First is that IBM has Active Memory Expansion, which works by setting aside part of RAM and treating it more like a storage device. There's the regular set of pages, and then a pool of compressed pages. Less-active pages are moved to the compressed pool, and compressed pages get decompressed and moved to the active pool when they are accessed.
    https://www.ibm.com/support/pages/aix-active-memory-expansion-ame
    Chips like the Power9 aren't cheap, and while the decompression block's bandwidth is theoretically quite high at 32 GB/s or so, this is far below what normal memory bandwidth of a major SOC (source: Power9 processor manual).
    (edit: Correction, the block needs to compress and decompress for up to 16 GB/s into the compressor and 16GB/s out of the decompressor. There are other accelerator blocks in the engine, and the total bandwidth they share is 32GB/s in each direction.)
    Given that this is paging memory blocks back and forth in a similar fashion to a disk access, the latency of the operation is significant. Real performance-sensitive operations depend on data remaining in the active pool. The motivation isn't bandwidth savings or outright performance, but is focused on workloads like keeping more VM instances active in memory than would be possible if they weren't compressed. Some workloads like a database might benefit from having more data in DRAM in a big server system because the latency hit for the compressed memory is still smaller than a trip to a storage node or network access to get data.

    An alternative form is the in-line compression done by Qualcomm's cancelled server chip.
    https://www.qualcomm.com/media/documents/files/qualcomm-centriq-2400-processor.pdf
    It's low-latency and is able to work on data in memory that is actively being accessed, but it's described as allowing for 128B lines to sometimes compress to 64B, so it's not as capable for compression and the compressed lines in RAM leave gaps that cannot be used, meaning overall RAM consumption would be unchanged. It would save power for data transfers over the DRAM bus.
     
    #1917 3dilettante, Apr 5, 2020
    Last edited: Apr 6, 2020
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  18. RDGoodla

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    PS5 SSD typical speed 9GB/s is only 40% of the decompressor speed (22GB/s). But xbox SSD 4.8GB/s is 80% of
    decompressor speed (6GB/s). I feel it very strange that why Sony needs such a high speed decompressor?


    I am curious that the number "8~9GB/s" for PS5 SSD is just theoretical max or real game performance?
    PS5 SSD is 5.5GB/s theoretical raw speed x 1.6~1.7 compression ratio = 9 GB/s.
    However in Sony's SSD patents the real world speed can reach 80~90% of theoretical max speed.
    Can PS5 reach more than 8GB/s in the real game so PS5 uses 22GB/s decompressor for the
    best scenario?

    On the xbox side we have seen the load of a x1x game which takes about 8~9 seconds.In other words
    the real world SSD speed is probably 1~1.5GB/s which is about half of the raw speed 2.4GB/s If we
    count the compression rate 2x then we can expect 2~3GB/s for xsx games. So xsx only needs 6GB/s
    of decompressor.

    If PS5 can't reach 8GB/s (for example, 4GB/s in real world games) then I feel very strange to use a
    22GB/s decompressor.
     
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  19. 3dilettante

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    The designs use different algorithms with different implementation costs. There could also be a difference in how the blocks are hooked into the on-die fabric for transporting data.
    Maybe Sony's algorithm has a lower cost in silicon for the higher ratio, even if it's rare, so it wasn't a big deal to add it. If Microsoft's method had a higher hardware cost for a rare case, or the algorithm optimized for more general compression versus rare high-compression cases, then the design may have opted for a lower peak.

    Even if the hardware blocks had high throughput in rare cases, it's possible the consoles have different numbers of units in their IO block that share links with the system in a different way. A narrower and less expensive in terms of power and area link might free up resources for other parts of the chip, rather than targeting a very rare case. Perhaps Sony's choices created additional link capacity, and once there there was little reason not to use it even for rare compression rates.
     
  20. borntosoul

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    Not seeing the marketing at all, it’s all how you market something.
    Simple equation, would you buy a $400 consol...
    Or buy a $500 consol that was much more powerful.
     
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