I think the ISSCC is still in progress, expect some official press releases after...
Really ?
I think the ISSCC is still in progress, expect some official press releases after...
V3 said:I think the ISSCC is still in progress, expect some official press releases after...
Really ?
one said:NY Times article (not much info)
The workstations with Cell inside will allow video game developers and special effects producers to create products in a fraction of the time it takes now, the companies said. That could reduce the cost of making movies and video games, a potential boon for movie studios.
one said:Note that all programs are supposed to describe First-Generation CELL Processor, which were already in production early this year. ISSCC doesn't adopt armchair theories, but actual samples.
Each processing element comprises a Power-architecture 64-bit RISC CPU,
Isn't this on the basis of constantly using data that isn't cached in memory. It's probably worst case, for data that can be cached on chip the number would be higher, I guess the performance will hinge on how much onchip cache memory cell's have. I'm suspecting it won't be huge, so for large data sets which is what lot of next gen games will be using, the memory bandwidth may hinder a lot of the potential performance of the cell units. I guess we'll see if the 128k is enough. I guess it could all just be another case of sony concentrating on theoretical numbers instead of balancing the chip for maximum real world performance.Also, I wouldn't put much faith in Mr. Zimmon's comments, he's doing the same bandwith/flop math that Deadmeat used a year or so ago. External bandwith isn't an indication of calulation ability (ala contemporary GPUs).
No, it's based on doing exactly one Floating point operation for every data read/write, which is much more extreme then simply not hitting the cache often. Even a cpu with no local memory or cache should easily beat that number with a reasonably sized register set.Isn't this on the basis of constantly using data that isn't cached in memory.
Imagine overcomes the bandwidth bottlenecks of global register files and memory systems by using a three-level bandwidth hierarchy organized to support stream operations. Streams are transferred between memory and a stream register file (SRF) by a four-bank streaming memory system (2GB/s) that reorders references to improve bandwidth. Once a stream is loaded from memory, it is typically circulated between the SRF and the arithmetic clusters several times before returning the result to memory, exploiting the 32GB/s bandwidth of the SRF. Finally, during a computation kernel, intermediate results are forwarded directly between local register files associated with the arithmetic units without need to return to the global register file, using the 544GB/s local register bandwidth. On representative benchmark programs, exploiting the locality inherent in stream applications in this manner reduces bandwidth demands on global register ports by a factor of 20 compared to a typical scalar architecture.
Imagine overcomes the performance limiting effects of conditional operations by sorting streams according to a conditional variable rather than through conditional control flow. These conditional stream operations divide data into homogenous sets that can then be processed without the overhead of conditional control instructions. Compared to conventional approaches of branch prediction or predication, conditional stream operations enable very high levels of instruction and data parallelism to be exploited without incurring a large penalty on every unpredictable conditional operation.
Jaws said:Each processing element comprises a Power-architecture 64-bit RISC CPU,
This seems to have been overlooked, Power and NOT PowerPC for the PUs? Hmmm...
Item 1 cell Xbox 2
CPUs 1 @4.8GHz 3 @3.5+GHz
ALUs 8 @4.8GHz 48 @500+MHZ
On-CPU RAM 128K*8 = 1MB 1 MB
FatherJohn said:Sony seems to have a tough choice to make: launch at the same time as Xbox 2, but roughly at performance parity, or ride Moore's Law for one or two extra generations to get a more powerful product.
FatherJohn said:Now we still don't know if Sony's going to put 1 cell, 2 cells, or 4 cells in the PS3.
The dirty secret of stream-based processors is that they are very hard to get useful work out of.