Equate what you expect from the revolution with a graphics card

PC-Engine said:
Wouldn't a 64-bit bus be a lot cheaper though in terms of PCB cost? I say keep the eDRAM because most of the bandwidth is used for framebuffer math which eDRAM is efficient at.

64 bit bus will be cheaper obviously. 128 bit with 20+ GB/ should be plenty for framebuffer stuff at 640x480. Pixel shader will take care of those anyway. This aren't primitive stuff like GS or Flipper.
 
pc999 said:
Even using 4X AA and HDR:?: , also they already used a 128bit bus, in GC so I dont think, they will go backward.

AFAIK No, only Xbox has 128 bit bus. GC uses 64 bit bus @ 162 MHz for 2.6 GB/s of bandwidth.
 
I should have put "" in backward, anyway from PS2 to PS3 thers is hugh jump in BW, and if Rev will uses DX9 tech like: normal/paralax/shadow/...map and more poligons, higher rez in textures etc... it will use a lot of BW (even if there is edram for the buffer), so I dont see them going with a 64bit bus cuting from the unless they use very fast memory wich might be pricier ( or considering MS/S choises meybe not).

Anyone if anyone knows what is better/cheaper please correct me.
 
PC-Engine said:
Also keep in mind that a scaled down PPU would be pretty small too. A scaled down PPU would have 62 million transistors and only be about 44mm^2@90nm. I think the ideal CPU for Broadway would be a single core G5 + a scaled down PPU coprocessor. So you're looking at about 120 million transistors total (G5+PPU) and a die of about 110mm^2.

It would be very interesting see how that would compete with XB360/PS3, anyway if it is a 970FX I think it is bit slow, compared to modern (desktop, consoles) CPUs, even if only for AI, audio, and few more (but of curse a custum part should be much better).
 
pc999 said:
It would be very interesting see how that would compete with XB360/PS3, anyway if it is a 970FX I think it is bit slow, compared to modern (desktop, consoles) CPUs, even if only for AI, audio, and few more (but of curse a custum part should be much better).

It's really the only core IBM has that's backwards compatible with Gekko. Unless they're working on a new secret PPC core that nobody is aware of. Nintendo could go with a dual core G5+PPU but it would be too big for a single chip. Of course they could keep the PPU separate so who knows.
 
Thanks for the info See Colon:D

PC-Engine said:
It's really the only core IBM has that's backwards compatible with Gekko. Unless they're working on a new secret PPC core that nobody is aware of. Nintendo could go with a dual core G5+PPU but it would be too big for a single chip. Of course they could keep the PPU separate so who knows.

That stat to seems a bit costly and hot too, anyway whatever they present us I am sure that in the minimum it will be a very costum part, so whatching to these number (at least, so closely) may be mysleading.
 
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PC-Engine said:
It's really the only core IBM has that's backwards compatible with Gekko. Unless they're working on a new secret PPC core that nobody is aware of. Nintendo could go with a dual core G5+PPU but it would be too big for a single chip. Of course they could keep the PPU separate so who knows.
Or not even have a PPU... Is there any particular reason to believe Nintendo are wanting to include one?
 
Shifty Geezer said:
Or not even have a PPU... Is there any particular reason to believe Nintendo are wanting to include one?
perhaps ati's recent revelation that a GPU could be used for physics work is a sneak peak at what they have in store for revolution. there were rumors a while ago that revolution would have multimonitor support, perhaps it'll have 2 GPU, but not equal in power. actualy, this could open up a hole in my "it's not a PC part" theory. say they had a modified flipper (smaller package, higher clockrate, a few new features) and a more modern GPU say with the x1k feature set. the new flipper would give you backwards compatability for GC games, you could use it for a secondary display (for stuff like the DS does, maps ect), or use it to assist physics calculations, or even AI. it would have it's own memory (~3MB on-die with flipper, but they could add some) and they could add some programability into the pipeline. each deleoper could use it for whatever they wanted.
 
I'm dubious of dual output for Revolution, but the idea of a stand-in extra GPU/PPU versatile processor is a nice one. Something like a couple of SPE's that can aid in Vertex rendering or physics, and be used either for CPU or GPU work, plus provide BC if needed. Coupled with a Xenos like US architecture which can shift to pure PS, you'd have a very flexible system.
 
PowerPC Broadway:
-ISA PPC 32 and 64 bits.
-1 Integer Unit, 3 VMX-N Units
-5 Instructions per cycle
-In-Order Execution
-Unified L2 Cache with L1 Data Cache (512KB)
-64KB L1 Instruction Cache
-The VMX-N Units are 4-Way SIMD Units that supports the VMX instructions and the Gekko SIMD Instructions, thanks to the last instruccions can run FP Scalar Instructions.
-The CPU is mainly a PPE with 3 modified VMX and without the Scalar FPU Unit.
-ClockSpeed 3.5Ghz
-Power Consumption (around the 30W)
-Teorical Floating Point Power: 84 GFLOPS using VMX Instructions and 42GFLOPS using Gekko Instructions.

ATI Hollywood
-Based on the ATI X1300 Pro
-600Mhz
-2 Vertex Shaders (12 GFLOPS)
-4 Pixel Shaders (38,4 GFLOPS)
-This version is without the AVIVO but Implements something better
-Hollywood is because the GPU has a few 4-Way Vector Units that can be used for effects like HDR, MSAA and a few others.
-Uses propietary set of instructions and registers (the same of the Flipper)
 
Urian are you saying broadway has a theoretical total of 126GFLOPs or are you saying either 42GFLOps or 84GFLOps?

By the way, where'd you get this latest theory from?
 
Mefisutoferesu said:
Urian are you saying broadway has a theoretical total of 126GFLOPs or are you saying either 42GFLOps or 84GFLOps?

By the way, where'd you get this latest theory from?


Probably from himself. Its a good theory though.
 
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