Megadrive1988
Veteran
things seem to be following a very similar pattern to how PS2 info came out.
in late 1998 (like late Nov, early Dec 2004 now) there were a few bits of info that came out on the PS2 processor, what would be the EE, if you recall.
edit: look here
this is from November 1998
http://groups.google.com/groups?hl=...9-1311980255490001@d3.dial-1.wal.ma.ultra.net
google groups hits on same/similar info.
http://groups.google.com/groups?num...mp;as_maxd=31&as_maxm=11&as_maxy=1998
in late 1998 (like late Nov, early Dec 2004 now) there were a few bits of info that came out on the PS2 processor, what would be the EE, if you recall.
then in Jan or Feb 1999, at one of the chip conferences (maybe the same one that happens in Feb 2005) we got more info on PS2 processor. then March 1999 we got full PS2 spec including the 50 MHz bump in EE clockspeed (GS might have been upped also but no info on GS came out before March 99).Performance Refresh In one ISSCC paper, Toshiba and Sony will describe a
17-by-14.1-millimeter device consisting of a 250-MHz MIPS CPU core with
128-bit multimedia extensions, 10 floating-point multiplier accumulators
(MACs), four floating-point dividers, an MPEG-2 decoder, a 10-channel DMA
controller, and other peripherals -- all linked together by 128-bit
internal buses. [/b]
edit: look here
this is from November 1998
http://groups.google.com/groups?hl=...9-1311980255490001@d3.dial-1.wal.ma.ultra.net
Subject: PSX 2: Get Ready For Real 128 Bit Power
View: Complete Thread (12 articles)
Original Format
Newsgroups: rec.games.video.sony, rec.games.video.sega, rec.games.video.nintendo
Date: 1998/11/13
Toshiba Processor May Be Brains Of PlayStation
(11/12/98 10:53 a.m. ET)
By Anthony Cataldo and David Lammers, EE Times
Sony Computer Entertainment and Toshiba will soon announce research on a
jointly developed media processor that may provide the first glimpse at
the embedded hardware for the next version of Sony's wildly successful
PlayStation.
At the International Solid State Circuits Conference next February, the
companies will together present two papers describing a multimedia
processor. Although neither company would comment on how their development
work will play out in the market, rumors have been swirling for some time
that they have been cooperating on a next-generation game console. The
ISSCC papers offer the first peek at jointly developed silicon that could
be used for such a platform.
PlayStation is a coveted system win among IC makers, and Toshiba's coup
reflects that company's growing prowess in the system-on-a-chip era. But
the high-profile work apparently will not bump LSI Logic Inc. (LSI) out of
its PlayStation sockets.
Elie Antoun, an LSI vice president in charge of consumer IC product
development, said his understanding is Toshiba silicon will reside
alongside ASICs from LSI Logic in the next go-round.
"I can't exactly comment, but the anecdotal evidence is Toshiba silicon
may be in there, too," said Antoun, who until last summer, was president
of LSI Logic's Japan subsidiary. "I am highly confident ASICs from LSI
will be there. We are designing something quite significant that will go
in that [next-generation] box, but who else is in the box I cannot say."
Although LSI Logic, in Milpitas, Calif., may continue to be a player, it
appears the company may not dominate the next-generation PlayStation the
way it did the first, introduced about five years ago. At that time, the
gut-wrenching effects produced by the driving game Ridge Racer, combined
with the silicon from LSI, took the game market by storm.
At the Interactive Digital Media Association convention in Orlando, Fla.,
last month, a Sony representative said the company is making an astounding
2 million PlayStations a month. Having dropped the hardware price to $129,
Sony makes much of its overall profits by licensing and selling games to
run on the CD-based system.
Performance Refresh In one ISSCC paper, Toshiba and Sony will describe a
17-by-14.1-millimeter device consisting of a 250-MHz MIPS CPU core with
128-bit multimedia extensions, 10 floating-point multiplier accumulators
(MACs), four floating-point dividers, an MPEG-2 decoder, a 10-channel DMA
controller, and other peripherals -- all linked together by 128-bit
internal buses.
The 0.18-micron, 1.8-V device packs 10.5 million transistors and
dissipates 15 watts.
The second paper describes in more detail the 10.9-by-6.3-mm CPU block
that is the nucleus of the multimedia chip. This MIPS-compatible CPU is a
two-way, superscalar architecture with 8 kilobytes of D-cache, 16 KB of
I-cache, and 1-k-by-128 bits of scratch-pad RAM tightly coupled to the
pipe and 128-bit internal data paths. The CPU is capable of executing more
than 100 multimedia instructions.
"The embedded MPU processor was developed by Toshiba, and the interface
technology was developed by Sony," said Yoichi Unno, general manager of
Toshiba's microelectronics engineering laboratory. He said Toshiba and
Sony have had a working relationship for the past three years.
Unno would not comment on whether the media processor was intended for
Sony's next-generation game console, but he did say the two companies
intend to make a public announcement in February regarding their
partnership. A Toshiba spokesman said the announcement could come weeks
before ISSCC or during the conference, which will be held in San Francisco
Feb. 15 to 17, 1999.
Because ISSCC prohibits companies from fully disclosing papers before the
their formal presentation, no further details about the chip's features
were publicly available.
Even so, the basic description indicates an architecture that uses both
hardwired, distributed processing and software-based processing. It makes
wide use of hardwired blocks such as independent MACs and a separate
MPEG-2 decoder connected by wide 128-bit internal buses, yet it also
leverages the CPU to execute special multimedia instructions.
Such a heavy reliance on CPU power would be a departure from Sony's
single-chip device, co-developed with LSI Logic. That part has been
described by those involved as an exemplary case of a
distributed-processing design.
Even though it uses a relatively slow 34-MHz CPU, the processor in the
original PlayStation is able to eke out 220 MIPS by placing much of the
burden on bus and memory-access channels to enable simultaneous operation
among the various functional blocks. A separate graphics processing unit
brings the total processing power to 500 MIPS.
However, in the four years since the last PlayStation hardware
architecture came to light, advances in process technology and CPU speeds
have made software-oriented computing more practical. The use of
multimedia instructions, as described in the ISSCC summary, would indicate
a greater reliance on CPU power.
Indeed, Toshiba engineers have said they are starting to put more weight
on utilizing the power of faster on-chip CPU to carry much of the
processing load rather than relying solely on dedicated functional blocks.
Such a sentiment has been echoed by engineers at companies such as NEC.
In a recent interview, Toshiba engineers outlined a plan to couple
hardwired intellectual-property blocks and embedded software designed to
take advantage of fast embedded MPUs as the best recipe for
system-on-a-chip design.
"We're going to provide hardware and software intellectual-property cores
in parallel," said Atsushi Tanaka, a specialist with the
intellectual-property planning section at Toshiba's IC Center, in
Kawasaki, Japan, a division of the microelectronics group working with
Sony. "The performance of the MPU is increasing rapidly, and every year,
more and more tasks can be accomplished by software."
As for graphics, neither of the two ISSCC papers from Toshiba and Sony
makes mention of 3-D processing functionality, which could indicate those
tasks will fall to a separate processor. That would make sense, because
any high-performance 3-D engine is probably still too transistor-laden to
be absorbed into a general-purpose media processor, said Michito Kimura,
an analyst with International Data Corp. (IDC), in Tokyo.
"I think the chip size would be too big," he said. "Maybe it will be
possible by 2002 or 2003."
What is known about Sony's 3-D plans is the company will depart from
polygon-based 3-D graphics now used in the PC world. Instead, it will
develop a new generation of real-time image-rendering technologies that
will encompass a new breed silicon, platform algorithms, and software
titles.
There's also strong evidence that by including an MPEG-2 decoder engine
on-chip, Sony may be aiming to incorporate video-processing, such as DVD,
in its future platform. The company already uses optical-disk media for
PlayStation, and some believe moving to DVD would be a natural next step.
"The new trend will be DVD versions of game consoles," said IDC's Kimura.
Kimura added Sony's group has been vocal about its desire to couple
embedded DRAM with 3-D processing, another area where Toshiba has
strength.
When it dropped out of the three-way DRAM venture co-sponsored by IBM and
Siemens, Toshiba brought back a group of DRAM design engineers and put
many of them to work on developing a "merged" DRAM-in-logic process.
Toshiba has used that technology in its ASIC business. Also, the company
has converted a DRAM fab at its complex in Oita, Japan, and upgraded it to
0.25-micron merged process capabilities.
LSI Logic, too, is working on embedded DRAM, in tandem with Micron
Technology, in Boise, Idaho. With the development phase drawing to an end,
LSI said it expects to have merged DRAM capabilities in its arsenal by
mid-1999. But that may be too late for the chip set being developed for
the next-generation PlayStation.
Sources said Toshiba initially got its foot in the door at Sony, the most
sought-after electronics customer among Japan's IC companies, after it was
chosen to design a gate array that now serves as glue logic in the current
PlayStation.
Toshiba's apparent success in working with Sony for such a high-profile
consumer product is a testament to how strong a contender Toshiba's
system-on-a-chip business has become in recent years.
"Toshiba is and will be a major player and is a formidable force in
system-on-a-chip," said Jan Goodsell, a Tokyo-based consultant who
represents third-party intellectual-property suppliers. "They have huge
resources and work well with a lot of third parties. They have the
technical resources and a lot of intellectual property."
Nearly every IC vendor covets the Sony PlayStation business. When Brian
Halla, CEO of National Semiconductor, took the stage at the Microprocessor
Forum in San Jose, Calif., last month, he immediately asked Ken Kutaragi,
in charge of chip development at Sony Computer Entertainment, to stand up
and take a bow.
google groups hits on same/similar info.
http://groups.google.com/groups?num...mp;as_maxd=31&as_maxm=11&as_maxy=1998