Few questions about PS2/PS3 backward compability.

clem64

Newcomer
Just wondering how they're gonna go about making the PS3 compatible with PS1-2 and PSP games.

For PS2 they included the CPU of the original PSX, which is called the I/O processor right? Now this must've drove up the manufacturing cost of the PS2 (of course not by much). Was that really a smart move on their part? Would it have been possible for the PS2 to run a PSX emulator?

Also, this I/O unit, is it only there for PSX compatibility, or is it used in PS2 games as well?

And for PS3, now that they have to include compatibility for 3 systems, are they really going to include all three processors, or could they get away with it just by running emulators?

I'm still a bit skeptical about Sony really being able to pull this off. Almost seems too good to be true. Not having to buy a PSP is probably the best part. I wanna play all the good games out there but buying multiple systems sucks. In that regard PS3 seems to be a dream come true.
 
Seeing as how it's supposed to have processing to burn, I imagine it would accomplish all of the above through emulation. Just how WELL it would be able to do so remains to be seen. ;)
 
Imagine if they strink the EE to the same micron as the BE/VE and use it as the I/O and sound for the PS3. That will give enuff DSP power to burn for new sound standards for years to come. :D

Would that be an overkill?
 
What's with this hard-on for emulators? If the PS2 needed an I/O chip and that I/O chip could also play PSX games, then what's the big deal? Sounds like a good decision, IMO. If they do the same for PS2 in PS3, I got no problems with it (though I fully grant that it is less plausible than putting PSX in PS2).
 
randycat99 said:
Sounds like a good decision, IMO. If they do the same for PS2 in PS3, I got no problems with it (though I fully grant that it is less plausible than putting PSX in PS2).

Why is this any less plausible now that it's a single IC? If anything, I'd imagine they'd have an overabundance of IC capacity @ 90nm now that it's been integreated and all the lines are now producing an entire PS2.

Besides, how big was the PSOne integrated in PS2?
 
You're right- I forgot about the single IC thing. I was just thinking at some point the current generation hardware is going to get too big and elaborate to simply miniaturize into the next generation hardware as a mere I/O chip or likewise. I'm not saying that it could not happen, though.

You should remember that I am one of the original persons suggesting that the PS3 could be backwards compatible with both PSX and PS2, completely in hardware. Evidently some people thought that was unlikely when I suggested it then.
 
Dude, I'm not attacking you. You don't need to explain yourself, I knew what you were saying. It's all good. I was just offering this up.
 
simple i think

Visualizer will emulate/simulate the GS of the PS2, and GPU of the PSX

the PS3 CPU will emulate the EE and the CPU of the PSX

or EE+GS will be one tiny .065 chip in PS3 costing very little
 
Vincenth said:
Besides, how big was the PSOne integrated in PS2?
Depends how you count ... and/or WHO is doing the counting.
1) Me for example would say it must have been a good deal smaller then EEGS IC since the "integrated PSOne" is in fact just the R3000 cpu aka the IOP.
There's no PSOne rasterizer present, nor the original MPEG decoder, etc. - certain parts of emulation are software based. (IOP can't control GS and IPU for one so those are partially ran by EE).

2) Now if you're nitpicking, the "integrated PSOne" includes the sound chip and respective sound and IOP memories :p Of course this could immediately spring the debate - if SPU2 also counts as PSOne component (since it includes two SPU cores), is IPU also one since it can also decode MPEG1 streams? ;)

3) Which brings me to the last point... if you're Deadmeat, the integreated PSOne measured about 18mm2 (GS area / 16) + IOP size.
If we include the (SPU/2) + 4mb DRam + IPU area from "2)" we have just constructed a convincing piece of evidence that PS2 is in fact not a departure from PSOne architecture at all, it's clearly just extension in all major components (CPU, graphics, sound) :p :p :p :p

But I disgress, the point I was trying to make is that PSOne emulation is in part made easy because of all the resource sharing - IPU and SPU2 are both backwards compatible with respective units in PSOne, you have the CPU there etc.
Bolting EE&GS to PS3 is a bit more iffy to me. GS is completely redundant outside emulation (unless you can tell me what a rasterizer could do as an I/O processor :oops: ) and you don't get sound or PSOne with it either.
 
So it's more likely going to be a software solution, like emulators? That reminded me of this piece of news:

[URL said:
http://www.reuters.com/newsArticle.jhtml?type=topNews&storyID=3651110[/URL]]THQ Says It Starts Work on Next-Generation Systems
Mon October 20, 2003 05:37 PM ET

LOS ANGELES (Reuters) - Video game publisher THQ Inc. (THQI.O: Quote, Profile, Research) has started development work on the next generation of game consoles and expects to begin developing software soon for Sony Corp.'s (6758.T: Quote, Profile, Research) new handheld games device, the company's chief executive said on Monday.

Brian Farrell on a conference call with analysts to discuss quarterly results said THQ's Rainbow and Volition studios were looking ahead to Sony's next-generation PlayStation and Microsoft Corp.'s (MSFT.O: Quote, Profile, Research) next version of the Xbox with some early research efforts.

"We still believe that the next generation will launch in 2006. That's our best guess as of today's date," Farrell said. "But we're certainly preparing in the event that there is a 2005 launch."

The current-generation PS2 launched in late 2000, while the Xbox launched in late 2001. Industry executives and analysts have been split on whether the next generation of hardware would come in 2005 or 2006.

Farrell also said THQ is poised to begin work on potential games for Sony's PSP handheld gaming device, which is expected to be released late in 2004.

"We expect to start getting some emulators within the next 30 to 45 days," he said. Emulation hardware allows game developers to design games for new hardware without actually having the final devices
.
Sony is already working with emulators in development, would it be too far fetched to interpret this as an indicator? Way off?
 
It's standard procedure in the industry to have emulators before final hardware is available. It's not just a SONY thing so that comment from THQ says nothing about whether backwards compatibility would be based on emulators.
 
I certainly wouldn't discount the inclusion of a "system-on-a-chip" PS2 for handling those matters, but I assume they're not looking to toss even more hardware costs on top, and was also keeping in mind references to emulators--not the one ChryZ quoted, but earlier ones talking about Sony searching for emulator programmers back before announced confirmation of PS1 support. (And since we KNEW the PS2 would be supported, it rather leans away from a hardware solution, since it would basically bring in the PS1 as well.) Especially if PSP compatability ALSO pans out, I can't see them tossing the hardware from a ~1 year old system into the mix as well. They have plenty of hardware to think about already. Hehe...

My bet is for emulation in all compatability they're offering.
 
I'm quite positive they will deal with backwards compatibility via emulation. Not only does it allow for more flexibility but it doesn't require that you fit a PS2 into the PS3 design. Sony bought Virtual Game Station from Connectix in 2001 and it's just the logical way to proceed. Also, perhaps it just my memory that is playing a trick on me, but I seem to recall emulation being mentioned by Sony ppl in regards to PS3.
 
cybamerc said:
I'm quite positive they will deal with backwards compatibility via emulation. Not only does it allow for more flexibility but it doesn't require that you fit a PS2 into the PS3 design. Sony bought Virtual Game Station from Connectix in 2001 and it's just the logical way to proceed. Also, perhaps it just my memory that is playing a trick on me, but I seem to recall emulation being mentioned by Sony ppl in regards to PS3.

yes it was in regards to the PS1. tho looking at it now PS2 emulation (or at least a highish level of abstraction of omst functions) seems the way to go.
 
sorry to be slightly off-topic and a bit too forward-thinking, but when PS4 (or whatever it will be called) comes out, you guys don't expect Sony to shrink the Cell-based CPU and GPU to make PS3-on-a-chip and use them as an I/O processor right... :LOL:

i mean, ~1TFlop for I/O would be slightly overkill :LOL:

ok, me-off-topic-me goes back to work and shuts the f**k up...
 
...

Emulation is the way to go, PSX1 has been emulated to death and I am sure the same emulation authors will be able to come up with a 99.9% compatible emulator once SCEI provides them with full PSX1/PSX2 documentation.

However, the real problem is PSP emulation, since PSP uses an incompatible drive format(UMD) and including both DVD and UMD drive into PSX3 will drive up the cost. Sony really has to make a choice here, go with the market accepted DVD drive or support a UMD drive in hopes that it will be established as a market standard.(And allowing Sony to save a bunch on DVD licensee fee).

If I were Kutaragi Ken, I would go with UMD drive over DVD; the DVD playback feature is unnecessary since there are $80 DVD players on the market.
 
Fafalada said:
Vincenth said:
Besides, how big was the PSOne integrated in PS2?
Depends how you count ... and/or WHO is doing the counting.
1) Me for example would say it must have been a good deal smaller then EEGS IC since the "integrated PSOne" is in fact just the R3000 cpu aka the IOP.
There's no PSOne rasterizer present, nor the original MPEG decoder, etc. - certain parts of emulation are software based. (IOP can't control GS and IPU for one so those are partially ran by EE).

2) Now if you're nitpicking, the "integrated PSOne" includes the sound chip and respective sound and IOP memories :p Of course this could immediately spring the debate - if SPU2 also counts as PSOne component (since it includes two SPU cores), is IPU also one since it can also decode MPEG1 streams? ;)

3) Which brings me to the last point... if you're Deadmeat, the integreated PSOne measured about 18mm2 (GS area / 16) + IOP size.
If we include the (SPU/2) + 4mb DRam + IPU area from "2)" we have just constructed a convincing piece of evidence that PS2 is in fact not a departure from PSOne architecture at all, it's clearly just extension in all major components (CPU, graphics, sound) :p :p :p :p

But I disgress, the point I was trying to make is that PSOne emulation is in part made easy because of all the resource sharing - IPU and SPU2 are both backwards compatible with respective units in PSOne, you have the CPU there etc.
Bolting EE&GS to PS3 is a bit more iffy to me. GS is completely redundant outside emulation (unless you can tell me what a rasterizer could do as an I/O processor :oops: ) and you don't get sound or PSOne with it either.

This is not what Katsura told everyone :p

IIRC doesn't the I/O CPU includes the DMAC ( IIRC it is in the PlayStation 2 docs ) and the GTE.

This is what Katsura wrote on this forum back in the days, he also added that it included the MDEC.

You make an excellent point about the SPU2 being basically backward compatible with SPU and about the IPU being able to decode MPEG1 streams, but is there difference between standard MPEG1 and Motion JPEG which is what the MDEC used ( AFAIK it was different from standard MPEG1 ) ?

I do not think PlayStation 3 would need the whole EE+GS and PSOne CPU: just cut the GS from the chip and use the EE@90 nm as PlayStation 3 I/O CPU ( it should be around 40 mm^2 now and using 4-8 Watts ).

The I/O ASIC, as seen in the patent, is connected to external RAM: well, we might assume the I/O ASIC also contains the Memory Controller for the XDR Memory Pool.

In the case I made about an over-all 102.4 GB/s XDR and no e-DRAM ( while I still agree that it would be better, considering future die shrinks for the system chips, using e-DRAM ) we would still be ok as we can connect the I/O ASIC to the CELL CPU through a fast Redwood link.

PSOne CPU can be emulated in software by the CELL CPU very accurately ( enough difference in power, plus JIT compilation can be used ) and the CELL GPU would be enhanced for GS backward-compatibility ( nothing major though ) and the GS would be sort of emulated using the system's GPU.

As Sound Processor I think they will be using the VME also present in the PSP and in the newest NetMD models: at 166 MHz, in the PSP, it reaches 5 GOPS and can do 7.1 channels Music and Sound.

The VME would have its own Sound RAM.

No need of Direct RDRAM in the system as we are using Yellowstone.

For PlayStation 2 backward-compatibility mode ( btw, most if not all PSOne's CPU software core should be able to reside in the LS on the APUs [total of 32x128 KB = 4 MB] ) we set the base clock of Yellowstone ( which is the external clock which runs off chip [as you know in the Mmemory Controller and in the DRAM chips we have ODR signalling data rates] ) to 100 MHz.

100 MHz * 4 ( PLL ) * 2 = 800 MHz signalling rate, same as Direct RDRAM.

The EE has a Memory Contoller embedded and thsi controller has onky support fro double channel Direct RDRAM: this means support for 2x16 bits data busses and the data is multiplexed with the addresses.

When we put the EE in the I/O ASIC we can as well add an intermediary stage ( a MUX basically ) that receives data and address from/to memory.

Simplier would be to take the EE and replace the Direct RDRAM Memory Controller and replace it with a 64-128 bits XDR ( I still call it Yellowstone ) Memory Controller: in PlayStation 2 backward-compatibility mode only 32 bits would be active and usable ).

Edit:

No need of replacing fully the Memory Controller of the EE.

We would have a XDR Memory Controller in the I/O ASIC ( which is connected by a fast Redwood interface to the CELL CPU ) that feeds appropriately the EE portion of the chip as it would expect, especially in PlayStation 2 backward-compatibility mode.

this would enlarge the I/O ASIC a bit, but it would me much easier on the re-engineering side of things than replacing the EE's Memory Controller and do some trickes to feed both EE and the CELL CPU from that Memory Controller.

We could set XDR's external clock to 100 MHz, get 800 MHz of data signalling rate and the same bandwidth to main memory that the EE had.

800 MHz * 32 bits/cycle = 3.2 GB/s

Now, I do not think changing the Memory Controller of the EE and stripping the GS from the combined chip ( EE+GS@90 nm ) would be something unfeasible or unpractical for SCE and Toshiba.

For PlayStation 3 normal mode the Memory Controller would operate at full speed and full "bit-ness" and the XDR base clock would be set to 400-800 MHz ( depending if we use a 3.2-6.4 GHz data signalling rate).
 
Re: ...

DeadmeatGA said:
Emulation is the way to go, PSX1 has been emulated to death and I am sure the same emulation authors will be able to come up with a 99.9% compatible emulator once SCEI provides them with full PSX1/PSX2 documentation.

However, the real problem is PSP emulation, since PSP uses an incompatible drive format(UMD) and including both DVD and UMD drive into PSX3 will drive up the cost. Sony really has to make a choice here, go with the market accepted DVD drive or support a UMD drive in hopes that it will be established as a market standard.(And allowing Sony to save a bunch on DVD licensee fee).

If I were Kutaragi Ken, I would go with UMD drive over DVD; the DVD playback feature is unnecessary since there are $80 DVD players on the market.

I think they will go for a Read-Only Blu-Ray solution with Re-Writeable Blu-Ray in store for a PSX 2 set to launch maybe even around the time of PlayStation 3's launch ( cheaper possibly than PSX 1 ).

I think that UMD would not provide enough space for PlayStation 3 software and games: 1.8 GB is yes provided by a 60 mm disc, but it is done using two layers... a 120 mm disc would not provide even 4.7 GB which is what DVD achieves with one single layer.

PSP support can be done through the USB 2.0 connection: 480 Mbps should be enough to pull Sound, Music and the frame buffer and output everything to the TV.

Sound and Music could be buffered in advance or maybe even encoded ( if we use 7.1 channels ) on PlayStation 3.

PlayStation 3 would have a disc with the compatibility software on or maybe this could be in its ROM ( I prefer shipping a cheap DVD instead of adding an exepnsive ROM ).

This software would work with PSP games running on PSP to co-ordinate rendering and Music and Sound FX playback.
 
Just slightly ot, but who (of you folks) really cares about backward compatibility (in the "i'd spend some bucks on it way")? I mean my ps2 won't end in the trash can the day my ps3 arrives and while the conveniance of being able to play back old games without plugging in my ps2 as a freebie is nice, it certainly isn't high on my wish list. With PS2 adding the r3000 cpu for i/o was probably a nobrainer, as any other solution would probably be in a similiar price range. With EE you're talking about a FP-proccessing opt. chip that i could imagine end up as a sound chip, but it doesn't seem very suited to do general "console I/O" (security, accessing secondary storage, low level HID control, etc.). Don't get me wrong, it's not that the r5900 wouldn't be able to handle these things.
 
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