london-boy said:Errm... How can this thing run and not blow up after 0.00001 secs at 85C??
Because that's with only a heatsink while in the realworld you'd need a fan?
london-boy said:Errm... How can this thing run and not blow up after 0.00001 secs at 85C??
nice 8)one said:The current 1st-gen 90nm Cell processor runs at 4.60 GHz @ 1.3V / 85°C !!!!!!
Japanese article about ISSCC 2005 highlights
Memory System
As described above, all Imagine memory references are made using stream load and store instructions that transfer an entire stream between memory and the SRF. This stream load/store architecture is similar in concept to the scalar load/store architecture of contemporary RISC processors. It simplifies programming and allows the memory system to be optimized for stream throughput, rather than the throughput of individual, independent accesses. The memory system provides 2.1GB/s of bandwidth to off-chip SDRAM storage via four independent 32-bit wide SDRAM banks operating at 143MHz. The system can perform two simultaneous stream memory transfers. To support these simultaneous transfers, four streams (two index streams and two data streams) connect the memory system to the SRF. Imagine addressing modes support sequential, constant stride, indexed (scatter/gather), and bit-reversed accesses on a record-by-record basis.
Brimstone said:A stream processor has a memory hierarchy that is optomized for streaming. If CELL is a stream processor, 6.4 gb/s would be 3 times that of Stanfords Imagine stream processor.
Memory System
As described above, all Imagine memory references are made using stream load and store instructions that transfer an entire stream between memory and the SRF. This stream load/store architecture is similar in concept to the scalar load/store architecture of contemporary RISC processors. It simplifies programming and allows the memory system to be optimized for stream throughput, rather than the throughput of individual, independent accesses. The memory system provides 2.1GB/s of bandwidth to off-chip SDRAM storage via four independent 32-bit wide SDRAM banks operating at 143MHz. The system can perform two simultaneous stream memory transfers. To support these simultaneous transfers, four streams (two index streams and two data streams) connect the memory system to the SRF. Imagine addressing modes support sequential, constant stride, indexed (scatter/gather), and bit-reversed accesses on a record-by-record basis.
Gubbi said:It's probably 6.4Gbit/s per pin. Even though that does sound a bit high
Brimstone said:400Mhz at the time that was written.
The trick to stream processing is the stream register file (memory hierarchy) and how it allows for a very high bandwidth. A stream processor is different from a general purpose CPU.
FatherJohn said:Yeah, I don't think PS3 will have a full GPU. There's certainly no reason to have any vertex processors. And depending on how the second cell's APUs are configured they may be able to use them as some sort of renderer. (The Stanford Imagine group tried an experiment where they configured their stream processor as a Reyes-style renderer. It worked, but it was abysmally slow -- 20 time slower than a contemporary Z-buffer-based renderer, but using 3x the transistors. The dirty secret of stream-based processors is that they are very hard to get useful work out of.).
Panajev2001a said:FatherJohn said:Yeah, I don't think PS3 will have a full GPU. There's certainly no reason to have any vertex processors. And depending on how the second cell's APUs are configured they may be able to use them as some sort of renderer. (The Stanford Imagine group tried an experiment where they configured their stream processor as a Reyes-style renderer. It worked, but it was abysmally slow -- 20 time slower than a contemporary Z-buffer-based renderer, but using 3x the transistors. The dirty secret of stream-based processors is that they are very hard to get useful work out of.).
Why are we jumping on them for nto having a Pixel Shading Rasterizer... shouldn't we wait for more details ?
version said:Panajev2001a said:FatherJohn said:Yeah, I don't think PS3 will have a full GPU. There's certainly no reason to have any vertex processors. And depending on how the second cell's APUs are configured they may be able to use them as some sort of renderer. (The Stanford Imagine group tried an experiment where they configured their stream processor as a Reyes-style renderer. It worked, but it was abysmally slow -- 20 time slower than a contemporary Z-buffer-based renderer, but using 3x the transistors. The dirty secret of stream-based processors is that they are very hard to get useful work out of.).
Why are we jumping on them for nto having a Pixel Shading Rasterizer... shouldn't we wait for more details ?
realtime raytracing the key
no more fucking pixel shader
version said:realtime raytracing the key
no more fucking pixel shader
Bohdy said:Its seems unlikely (silly even) that the overhead is referring to "per-pin" bandwidth.
Vince said:Bohdy said:Its seems unlikely (silly even) that the overhead is referring to "per-pin" bandwidth.
Um, well, correct me if I'm wrong, but how likely is it that Cell's off-die communication (6.4Gbit/sec) is less than the infamous EE -> GS bus in the PlayStation2?
For a 4.6GHz processor, I'm going to guess that the fact that Yellowstone/XDR just happens to be 6.4Gbit/pin when the base clock is 800MHz is the more likely scenario.
london-boy said:Can't remember but it's either 1.2 or 3.2.
Vince said:london-boy said:Can't remember but it's either 1.2 or 3.2.
1.2GBytes/sec, or 9.6Gbit/sec, no?
Vince said:Bohdy said:Its seems unlikely (silly even) that the overhead is referring to "per-pin" bandwidth.
Um, well, correct me if I'm wrong, but how likely is it that Cell's off-die communication (6.4Gbit/sec) is less than the infamous EE -> GS bus in the PlayStation2?
For a 4.6GHz processor, I'm going to guess that the fact that Yellowstone/XDR just happens to be 6.4Gbit/pin when the base clock is 800MHz is the more likely scenario.