52 million.How many logic transitors does PPC 970 have?
They are expecting 500 million to 1 billion. I expect around 166 million.What transitor count do YOU expect from PS3's incarnation of CELL?
They are expecting 500 million to 1 billion. I expect around 166 million.
But CELL is not one of these, CELL packs in more FPUs at the expense of SRAM gates, thus its gate density is much lower than any of above designs.
DeadmeatGA said:52 million.How many logic transitors does PPC 970 have?
PPC 970 has a 0.5 MB L2 cache worth 20 million transistors in addition to 96 KB L1 cache worth 5~6 million. The pure logic transistor count is about half of 52 million. And with this 26 million transistors worth of logic gates IBM was able to cram only 1 PPC core and 1 Altivec unit. Do the math and things look bleak for Sony indeed.52 million/118 mm2 = 0.460 mt/mm2 @ .13 um
At .65 um 1+ mt/mm2 would seem within reach. (280 million transistors for 280 mm2 chip).
I doubt IBM would be happy with that idea... The thing was designed at IBM's Austin center, of course IBM engineers are going to use what they are familiar with, a PPC core...You could use a frickin' MIPS core for the PE.
All talk and no proof.And beside that, you're wrong.
Yea, if you are fabricating an 100 million SRAM gates. 100 million logic gates???? Hell will freeze before that happens.How many more articles do I need to post that explicitly state the upperbound on logic counts on an SoC for the 90nm process (a true 90nm process) is approaching 100M.
A CPU is not a GPU.I mean, your so called "estimate" will be met (or on the same lvl) as what nVidia and ATI do on a 130nm process.
We will see about that.You are dead wrong.
DeadmeatGA said:PPC 970 has a 0.5 MB L2 cache worth 20 million transistors in addition to 96 KB L1 cache worth 5~6 million. The pure logic transistor count is about half of 52 million. And with this 26 million transistors worth of logic gates IBM was able to cram only 1 PPC core and 1 Altivec unit. Do the math and things look bleak for Sony indeed.
DeadmeatGA said:52 million.How many logic transitors does PPC 970 have?
So what you're saying is that identical piece of circuit (say, a VU) magically takes less die space if you put it on a chip and call it "GPU" as opposed to naming the same chip "CPU" ?Deadmeat said:A CPU is not a GPU.
Fafalada said:So what you're saying is that identical piece of circuit (say, a VU) magically takes less die space if you put it on a chip and call it "GPU" as opposed to naming the same chip "CPU" ?Deadmeat said:A CPU is not a GPU.
Panajev2001a said:Fafalada said:So what you're saying is that identical piece of circuit (say, a VU) magically takes less die space if you put it on a chip and call it "GPU" as opposed to naming the same chip "CPU" ?Deadmeat said:A CPU is not a GPU.
Yeah, didn't "you" know that ?
:lol
Vertex Shaders were simpler because they didn't have branches.(Don't know about VS3s) VU does have branches and in fact has a 16 bit CPU controlling a 128 bit VectorFPU.So what you're saying is that identical piece of circuit (say, a VU) magically takes less die space if you put it on a chip and call it "GPU" as opposed to naming the same chip "CPU" ?
You have to add the cach line tag(4 byte per 128 byte cache line?) and control logic. The "tax" is about 10%~15% to the number.Assuming 4T SRAM... KB to B to b conversion
512 * 1024 * 8 = 4194304 That's how many cells you'll have, so that * 4 gives you 16,777,216 transistors. Not including any of the control logic.
While the latter is true, I wouldn't be so quick to dismiss VS as being lower on transistor budget. Afaik the little things have pipelines over 100stages long (as opposed to 4stages in VU) coupled with the necessary logic that abstracts any scheduling issues from the programmer - something that is done entirely by compiler on VU (or the programmer).Deadmeat said:Vertex Shaders were simpler because they didn't have branches.(Don't know about VS3s) VU does have branches and in fact has a 16 bit CPU controlling a 128 bit VectorFPU.