Thanks for clearing that up 3dillentante and inefficient. It seems Xenon is more comparable in both performance and functional unit capability to an Athlon X2 than to a single core solution.
Thanks for clearing that up 3dillentante and inefficient. It seems Xenon is more comparable in both performance and functional unit capability to an Athlon X2 than to a single core solution.
Each Xenon core has only a fixed-point unit (split into an ALU/logic pipe and a complex/mul pipe but it can issue only one instruction per cycle to it) and an adder in the L/S unit but not two separate FX units IIRC.Perhaps in unit count, but not in functionality.
Since Xenon has an additiona int unit, there is a total of six full integer units for three cores.
A64 has three int units and three AGUs, which limits the full range they can be applied to.
The picture is more complex here IMHO. Xenon can issue one 128-bit SPFP multiply-add operation per cycle to the vector unit plus another different vector op (probably a permute as it is common in other IBM designs) or another unrelated instruction (FX, L/S, CR). Current A64 cores can issue one 128-bit wide SPFP multiply and one 128-bit wide SPFP add operation every two cycles but can issue freely a third instruction every cycle (for example a L/S one).For scalar FP, each VMX unit can issue one math op and one memory op.
A64 can issue one ADD + MUL + MEM.
Over three cores, Xenon can manage 3 math and 3 store ops.
A64 in one core could handle a max of 3 ops of the prescribed mix, period.
It's a mixed bag, the A64 L/S pipe can handle two 64-bit ops per cycle but not two 128-bit ops per cycle whilst Xenon's core can do one 128-bit op per cycle.The load/store unit on A64 can handle two ops. I don't know about Xenon, but if each core's load/store can only handle one op, it's still more than A64.
It has hit its limits in lots of apps already. Quake 4 is an example of how bad that CPU can be in some situations. They couldn't get all 3 cores going well and the result was a very poor port. Doom3 engine uses a lot of CPU power.
So, it may be very fast, but as with Cell, it will take custom tailored code for the chip to get there. Game ports probably will not be a good spot to see such efforts taking place. Just keep an eye on the exclusive titles coming up for the best it can do.
I think what you are talking about there is "application limited" and not hardware limited. Even if Doom 3 / Q4 required a lot of CPU power and ran poorly on the 360 doesn't say the hardware was a limiting factor to performance but only that their code was. You see Q4 as an example of how bad the CPU is in some situations, I think what we know tells us that it shows how rushing a title out the door to hit the launch with limited time on development kits and quickly ported code can make a mess. This is not a new phenomena, games have been ported from slower systems to much faster systems but have performed poorly due to poor execution. This isn't like transfering a game from an Intel to AMD based chip where they are both performing on the same basic platform. The entire structure of the platform changes and takes weeks, of not months, typically to even get your code up and running and not seconds like a CPU swap in a PC.
Is the 1MB of L2 Cache enough for the three G5 cores?
Considering the Gamecube has a 512k L2 cache and was only single core... I'd say no.
I think what you are talking about there is "application limited" and not hardware limited. Even if Doom 3 / Q4 required a lot of CPU power and ran poorly on the 360 doesn't say the hardware was a limiting factor to performance but only that their code was. You see Q4 as an example of how bad the CPU is in some situations, I think what we know tells us that it shows how rushing a title out the door to hit the launch with limited time on development kits and quickly ported code can make a mess. This is not a new phenomena, games have been ported from slower systems to much faster systems but have performed poorly due to poor execution. This isn't like transfering a game from an Intel to AMD based chip where they are both performing on the same basic platform. The entire structure of the platform changes and takes weeks, of not months, typically to even get your code up and running and not seconds like a CPU swap in a PC.
V-G said:Just wanted to add that all this cache size talk means little to nothing if we do not look at the latancy of the RAM too.
I think what you are talking about there is "application limited" and not hardware limited. Even if Doom 3 / Q4 required a lot of CPU power and ran poorly on the 360 doesn't say the hardware was a limiting factor to performance but only that their code was. You see Q4 as an example of how bad the CPU is in some situations, I think what we know tells us that it shows how rushing a title out the door to hit the launch with limited time on development kits and quickly ported code can make a mess. This is not a new phenomena, games have been ported from slower systems to much faster systems but have performed poorly due to poor execution. This isn't like transfering a game from an Intel to AMD based chip where they are both performing on the same basic platform. The entire structure of the platform changes and takes weeks, of not months, typically to even get your code up and running and not seconds like a CPU swap in a PC.
Now that the Xbox360 has been out a while, is there any advantage to the WMX units units compared to cell?