Does there really have to be a compromise and was there any compromise of that kind in this gen?
There must've been silicon budgets, which is what he's talking about.
Does there really have to be a compromise and was there any compromise of that kind in this gen?
They already have , at least , one ; Team ICEYou know, I don't think it would have even taken that much money. Take 20 engineers, say 100k salaries each, and dedicated them to tools and the like for 2 years. That's just 4 million bucks, but it would have been money well spent!
If I'm not mistaken they helped even first-gen PS3 games' development.Naughty Dog is home to the ICE Team, one of
Sony's World Wide Studios central technology groups. The ICE Team focuses on
creating core graphics technologies for Sony's worldwide first party
published titles for the PLAYSTATIONR3, including low level game engine
components, graphics processing pipelines, supporting tools, and GUI
profiling and debugging tools.
More recently the ICE Team's scope has expanded in order to build engine
components and tools for use by third party developers. The first two of
these are PLAYSTATIONREdge, a set of components that enables developers to
get better performance out of the PLAYSTATIONR3, and GCM Replay, which
provides analysis, debugging, and profiling for the RSXT.
There must've been silicon budgets, which is what he's talking about.
And various shades in between.yeah but is it going to be to the extent of powerful cpu/weak gpu vs powerful gpu/weak cpu?
If the other console has a larger GPU, you aren't going to be its equal unless their design sucks and yours rocks. That is, if 100 mm^2 of GPU can achieve the same as 150 mm^2 of a different GPU, that second GPU would be a bad choice.The gpu can still be the equal of whatever other console hardware is there, whether or not a cell cpu is included
Again, it all depends what silicon is put in the boxes. Let's take a game that has to solve a 3D fluid. We could have 200 mm^2 of silicon in our console. We could put in 100 mm^2 of CPU and that could be man enough for the task, leaving 100 mm^2 of silicon for graphics rendering. Now if instead we went with a 20:180 mm^2 split CPU:GPU, the CPU won't actually be able to do the job, so we have to eat into our 'graphics' processor's time (graphics in inverted commas because this processor is just crunching numbers, and they don't have to be related to creating pretty pictures). In this GPU-heavy design, we'll have to take some GPU cycles. If we use 45% of GPU time to help calculate the water physics, that'd be equivalent to '80 mm^2' as it were. If we could assign shaders to the job, it might actually be measurable in terms of die space, but that's not a usual metric!I don't expect the gpu to start doing cpu tasks in the next generation, at least not in a significant way. we'll need all the graphics processing power we can get.
Why Consoles Are Different
• High performance on a budget
• Fixed hardware target with a long life cycles
– Games have to get better every year
– Waiting for hardware to catch up with software is not an option
• Have to understand the strengths and weaknesses of the hardware
Keeping Cell isn't about profit they might make, it's about total outlay vs an alternative solution going into the next product cycle.
I think you basically condensed my post, which is awesome; But I believe that profit (or amount of profit) is decided on a investment-future development-profit analysis. If Sony doesn't see the potential future profit today that they saw when the initially launched the Cell architecture it will be replaced by something that does. My question still stands as to whether or not Sony still see this profit potential in Cell; Playstation isn't the "end all, be all" application for it.
I'm not against Cell, nor for a different architecture, this sort of analysis is made in most decisions ever made so I'm really just wondering if it still holds up, the same question you'd ask of any investment.
What would you like me to clarify?
I think you basically condensed my post, which is awesome; But I believe that profit (or amount of profit) is decided on a investment-future development-profit analysis. If Sony doesn't see the potential future profit today that they saw when the initially launched the Cell architecture it will be replaced by something that does. My question still stands as to whether or not Sony still see this profit potential in Cell; Playstation isn't the "end all, be all" application for it.
I'm not against Cell, nor for a different architecture, this sort of analysis is made in most decisions ever made so I'm really just wondering if it still holds up, the same question you'd ask of any investment.
S
When Kaz Hirai is saying that if the PS3 was easy to develop for it wouldn´t have a 10 year life cycle I think he really means it. I can´t understand that people get offended by it as it´s the nature of the console business, they even mentioned it the recent "PS3 development for Dummies" presentation.
I re-read your post, you're right. I wanted a similar point to come across but as a question rather then a statement and managed to confuse myself in the process with regards to your answer. Macroeconomic analysis of Cell vs something else was sort of what i was getting at, a tough question.Color me Dan I wasn't condensing your post - that was the actual answer I was giving.
Looking at it that way suddenly the potential value of Cell narrows significantly.I think the Cell as an architecture targeted towards a mass presence across several sectors and as a profit vehicle in its own right has honestly been abandoned by Sony, so when we talk Cell and Sony, in my mind we are talking only of the role it may or may not play in a future console.
That's actually an interesting option. Cell is meaty enough for future game processing requirements. It's just being used to bolster RSX at the moment. Couple it with a good GPU and you'll actually have a capable platform that's BC. Sure, it won't be cutting edge performance, but as a viable economy option next-gen, it looks good to me. Developers will already have the tools and code and the experience, unlike trying to program new architectures. The GPU will work the same as all the others. It'd be a relatively straightforward system. The other alternative would be a straight multicore x86, which would be simpler to program but with lesser performance, and probably difficult hardware cost management (read Intel charging a huge markup!).What is so bad about using a Cell2 with upgraded LS thingy? Will it cost Sony a lot more money to switch some transistors? I would think even a Cell1 with upgraded PPC core @ 4Ghz+ @ 22nm @ 8 SPU is not a bad thing if you coupled it with the latest custom 22nm GPU from ATI in 2012, with the full FlexIO Cell-GPU bandwidth, and 4GB of 256bit GDDR5? At the least, BC would be a sure thing, programming the Cell is going to be old hat! All these would not be too expensive in 2012?