Does Cell Have Any Other Advantages Over XCPU Other Than FLOPS?

scooby_dooby said:
Sure. And at the same time they do not discuss, or go into any detail on the negative implications of their decisions(which there must be).

It's called a tradeoff. Where they think the positives of their choice outweigh the negatives. Very little can be considered universally positive - downsides/tradeoffs are the norm. Obviously no one is going to dwell on the negatives, but IBM has been quite open and explicit about the extra responsibility placed on the programmer as a result of some of their choices, for example.
 
SynapticSignal said:
Cell with integer and general purpose takes a hit of 90%
Cell can't do 9 general purpose threads
Cell can do 2 general purpose threads
spu are not general purpose cores
Cell has only one PPe with little cache, this, with the in order question, makes of cell a low performance cpu for gaming and pc general uses, high performance cpu for multimedia-streaming tasks
the spu can do some work as physics, not others, like game code, or ai, rich of logical jumps
developing Cell is "pain in the ass" (courtesy of Carmak, Gabell)

the cpu of ps2 have many more Flops the the celeron of xbox1, but celeron put it to the dust, so I don't jump in the sony's hype chariot of "fantaflops"

(why do I feel like Im opening a can of worms repsonding to this)

if you want general computing power then get a PC. It's not surprising that this is what PC developers prefer.
 
scooby_dooby said:
As long as you realize that's an extremely optimistic outlook based only on handpicked benchmarks from IBM, and one-sided technical documents also from IBM.

Everyone is just guessing, and the combined sales pitch from IBM, and the EE-like hype from Sony have sold many people this amazing power.

Just remember it still has to be proven in the real world.
Not at all. It's not impossible to make predictions given various known quantities. Indeed that's the basis of scientific advancement. In this case my belief in Cell's potential efficiences isn't a case of taking IBM's word for it, but looking at the architecture, the ISSCC coverage, and various articles and considerations on how CPU's work.

Like if someone says to you they're building a car that'll go 180 MPH, maybe you won't believe it. But if they tell you they've got a 250 BHP engine will they'll sports modify, and a 600 kg tubular steel frame, you can see that their target is in the realm of possibility. Likewise when an architect designs a bridge and sets a weight limit of 5 tonnes, you don't need to put 5 tonnes on the bridge to be sure it won't collapse. A thorough understanding of material properties and forces means engineering limits can be known without having to test.

To get a CPU to do useful float maths, you need to get data into the logic circuits. That's the limiting factor of efficiency. If you have no local storage or cache, all that data has to be shipped in from RAM, which has a huge latency, and so the APU stalls often. If you can provide data from a 'nearer' memory space, you can keep the APU busier. If the data is extremely local and you have a pipeline that's prefetching the data, you can keep the APU running full tilt. That's what the design of the SPE is very good at. That's why it was developed the way it was. The efficiencies have also been shown in a few real-world applications, ranging from marginal to excellent across a few different applications which is what we'd expect seeing as no solution is perfect for all applications.

As for the concerns whether these potential efficiencies will find their way into games, I answer 'yes' as I know developers aren't incompetant and won't try to run code unsuited to the hardware (well, most anyway!). They'll use data structures and routines that work as best they can with the prefetch batch processing model where possible. As long as the tools aren't unfathomable and the hardware isn't complex to the point it's beyond their capacity to adjust to it, devs will make the most of it. Of course Cell won't be running at 200+ GFlops as no program is nowt but linear float maths. My point wasn't that peak float performance will be obtained, but that high relative efficiency will. Looking are the architecture, what reason have you to doubt that? If you compare Cell's capacity to feed it's floating point APUs versus say XeCPU, why do you think it hasn't an efficiency advantage? Or at least, where do you think the limits are that would prevent the theoretical efficiencies being achieved?

In the context of the thread, what advantages does Cell have pver XeCPU, it's memory access model has to be counted as one of the key strongpoints, fundamental to sustained float performance.
 
SynapticSignal said:
Cell with integer and general purpose takes a hit of 90%
Cell can't do 9 general purpose threads
Cell can do 2 general purpose threads
spu are not general purpose cores
Cell has only one PPe with little cache, this, with the in order question, makes of cell a low performance cpu for gaming and pc general uses, high performance cpu for multimedia-streaming tasks
the spu can do some work as physics, not others, like game code, or ai, rich of logical jumps
developing Cell is "pain in the ass" (courtesy of Carmak, Gabell)

the cpu of ps2 have many more Flops the the celeron of xbox1, but celeron put it to the dust, so I don't jump in the sony's hype chariot of "fantaflops"

ehm...if you compare celeron with the EE...the former sucks..and very much!

Xbox has the best graphic cause NV2A takes care about all the work...

and if you don't know the xbox cpu is in order too....
 
Stop this right here! Don't anyone DARE bring up EE>>>Celeron crazy arguments once again! This topic has been done to death, resurrected, done to death, come back as a zombie, and done repeatedly to death only it won't die now, it's been done to undeath. SynapticSignal has swallowed the Major Nelson numbers hook, line, sinker and copy of angling times it would seem, but he's on my ignore list so I'm not gonna pay any attention. Plus all those points have already been argued a dozen times already (Cell's GP performance versus XeCPU has been done to death, resurrected and done to death. Any more doing that to death will undead the topic for all eternity). Just skip past the nonsense posts and keep the discussion on sensible things, with maybe a pointer for certain characters to try a search and read up on things before restating them.
 
A intresting aspect of CELL that people don't bring up much is how its designs fits into a P2P network enviroment and grid computing.
 
scificube said:
Cell can handle 9 threads where Xenon can handle 6. (Cell in the PS3 that is)

Well scificube I thought the Xenon could only handle 3 threads at one time. I thought the other three were backups? Titanio or somebody else can explain this a little better. And I thought the CELL could only handle 8 threads at once.

*Titanio has stated that on IBM boards people are suggesting that each SPE can run multiple threads right? So can each SPE run say 2 threads (like the Xenon runs 6 but they switch) at the sametime? If this is true could the CELL be seen as having over 10 threads at once?
 
SynapticSignal said:
Cell with integer and general purpose takes a hit of 90%
Cell can't do 9 general purpose threads
Cell can do 2 general purpose threads
spu are not general purpose cores
Cell has only one PPe with little cache, this, with the in order question, makes of cell a low performance cpu for gaming and pc general uses, high performance cpu for multimedia-streaming tasks
the spu can do some work as physics, not others, like game code, or ai, rich of logical jumps
developing Cell is "pain in the ass" (courtesy of Carmak, Gabell)

What a bunch of nonsense. CELL has no problems at all running 8 "general purpose" threads, that are far more effective than the 360's CPU secondary threads running on each CPU.

Xbox 360 CPU: 3 main threads, and 3 secondary threads.

CELL: 8 main threads, and only 1 secondary thread running on the PPE.

Secondary threads only add about a 10 to 20 percent performance advantage over primary threads. CELL has 8 computing cores, and Xbox 360 CPU has only three cores!

CELL has 256 KB of incredibly fast SRAM per SPE to help minimize external memory accesses when running GERNERAL PURPOSE threads, and much higher internal chip data transfer (300 GB/sec), and much higher chip-to-chip data transfer (35 GB/sec versus Xbox 360 CPU's 22 GB/sec).

Also CELL has it's own dedicated 25 GB/sec access to it's own 256 MB of external RAM, and does not have to access instructions/data through the graphics chip, like the Xbox 360 CPU does.

CELL's total external memory access is 60 GB/sec versus Xbox 360 CPU's 22 GB/sec. A huge difference!

CELL is SUPERIOR to the Xbox 360 CPU in many ways, especially in floating point performance (twice as powerful).

Downplaying the SPE's by claiming they cannot run general purpose threads is FALSE!

the cpu of ps2 have many more Flops the the celeron of xbox1, but celeron put it to the dust, so I don't jump in the sony's hype chariot of "fantaflops"

Just a perfect sign, you don't understand the technology at all, and a misleading statement.
 
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Bill said:
No.

Xcpu does have large general purpose computing advantages over Cell, though.

Luckily games involve comparitively very little general purpose computing. It's the number crunching involved in physics and graphics that really hit the CPU, and Cell has these areas covered.
 
Where did ya'll learn this stuff from? I'm quite interested but I am not sure where to start. I've actually read a summary of the Cell processor but barely understand how it will work with the RSX and XDR RAM and the possibilities of bottlenecks... can someone please point me in the right direction!? :cry:
 
Shifty Geezer said:
Not at all. It's not impossible to make predictions given various known quantities. Indeed that's the basis of scientific advancement. In this case my belief in Cell's potential efficiences isn't a case of taking IBM's word for it, but looking at the architecture, the ISSCC coverage, and various articles and considerations on how CPU's work.

Not taking IBM's word for it? Who wrote the paper that was presented at ISSCC? IBM. Who wrote the white-papers that tehse articles are based on? IBM. Everything we know about CELL is from IBM, of course we are taking their word for it.
 
dodo3 said:
Where did ya'll learn this stuff from? I'm quite interested but I am not sure where to start.
Most of them didn't learn anything. They just repeat the random garbage spouted by thousands of other monkeys like them on hundreds of forums. You can identify bullshit posts by some factors: using a lot of generalizations, absolutes like "can't" or "doesn't" in reference to the capabilities of a CPU to run some software, and talking about "performance", providing percentage figures without clarifying what kind of processing they are talking about.

I have a BS in CS and am currently working on my Master's, have designed a (very simple) CPU and love hardware details and low-level programming in general and 3D in particular and wouldn't dare making even half of the assertions thrown around here. So, either all the people here are in fact EEs in chip design or hardcore game devs (I know that a few actually are), or most of them are just bullshitting. Take your pick.

I've actually read a summary of the Cell processor but barely understand how it will work with the RSX and XDR RAM and the possibilities of bottlenecks... can someone please point me in the right direction!?
Well, if you only want to join the console wars then you're already overqualified. If you really want to learn about this stuff then I can't really tell you how or where short of an university ;), but I can tell you that a console forum, even this one, is probably the wrong place to start.

Sorry for the rant, but some posts in this thread are truly inane.
 
^^^Uhm...sorry?

mckmas8808 said:
Well scificube I thought the Xenon could only handle 3 threads at one time. I thought the other three were backups? Titanio or somebody else can explain this a little better. And I thought the CELL could only handle 8 threads at once.

*Titanio has stated that on IBM boards people are suggesting that each SPE can run multiple threads right? So can each SPE run say 2 threads (like the Xenon runs 6 but they switch) at the sametime? If this is true could the CELL be seen as having over 10 threads at once?

http://www-306.ibm.com/chips/techlib/techlib.nsf/techdocs/D9439D04EA9B080B87256FC00075CC2D

This is where I got my understanding of how threading works. It cleared up most things for me...other things it didn't.
 
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Gholbine said:
Luckily games involve comparitively very little general purpose computing. It's the number crunching involved in physics and graphics that really hit the CPU, and Cell has these areas covered.

Some might say CELL is FLOP overkill, and XeCPU is a much more balanced solution, providing a traditional CPU/Multi-threading approach with very beefed up FLOP capabilities.

People act like XeCPU has no FLOP capabilities, in fact it's very high for a conventional CPU, it's just not as high as the theoretical peaks of the yet untested CELL.
 
scooby_dooby said:
Some might say CELL is FLOP overkill, and XeCPU is a much more balanced solution, providing a traditional CPU/Multi-threading approach with very beefed up FLOP capabilities.

People act like XeCPU has no FLOP capabilities, in fact it's very high for a conventional CPU, it's just not as high as the theoretical peaks of the yet untested CELL.

Who's ragging on XeCPU here? Where's the battle?
 
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