I meant that they didn't consider GP an issue until after E3 where Sony trumped all MS's FP figures. MS knew about Cell, yet prior to E3 with '1 teraflop total system performance' and such, never once did MS mention GP or it's importance. Only after E3, when the world was raving about '2 teraflops total PS3 system performance' did MS analyse the differences between XeCPU and Cell (designed on similar philosophies) and say 'Hey, we've got three GP cores, they've only got one. And...um...it's the GP the really matters. Just don't go thinking about that too hard all you start to wonder why on earth we didn't choose GP power or talk about that before now.'Inane_Dork said:Uh... I dunno about that. MS would have to be very stupid indeed to have no sense of what the Cell was capable of prior to E3.Shifty Geezer said:Prior to E3 MS was all FP power of their system. They never mentioned GP until that Major Nelson article. It was, IMO, never a point they considered until finding differences between their system and Cell for their PR campaign.
Tim Sweeney said:According to Tim, a lot of things aren’t appropriate for SPE acceleration in UE3, mainly high-level game logic, artificial intelligence and scripting. But he adds that “Fortunately these comprise a small percentage of total CPU time on a traditional single-threaded architecture, so dedicating the CPU to those tasks is appropriate, while the SPE's and GPU do their thing."
DiGuru said:Looking at the thread title, he says that most games aren't spending 80% of their time executing general purpose logic (although 80% of the program might consist of GP logic), but that it is only a small part of the total execution time. And those other, compute-heavy tasks can be accelerated.
aaaaa00 said:But that's exactly the opposite of what Gubbi's profiler data actually shows.
Of the total ops actually executed in modern games like HL2, Farcry, or Doom3, the majority are non-FP. Those that are FP are mostly scalar, not vector, so even then the number of FP ops is inflated, since vectorized code will need fewer FP ops to do the same math.
Assuming roughly similar throughput for each kind of op, there's no way a modern game can spend the majority of its time executing FP instructions, even ignoring things like the fact that branch and memory accesses will eat up the most time out of anything.
However, you're not going to see much FP stream based algorithms written to run on x86aaaaa00 said:DiGuru said:Looking at the thread title, he says that most games aren't spending 80% of their time executing general purpose logic (although 80% of the program might consist of GP logic), but that it is only a small part of the total execution time. And those other, compute-heavy tasks can be accelerated.
But that's exactly the opposite of what Gubbi's profiler data actually shows.
Of the total ops actually executed in modern games like HL2, Farcry, or Doom3, the majority are non-FP. Those that are FP are mostly scalar, not vector, so even then the number of FP ops is inflated, since vectorized code will need fewer FP ops to do the same math.
london-boy said:Would it be wrong to state that current games are mostly made up of non FP ops because they have to run on architectures that favour that kind of operations?
And would it be wrong to state that obviously, writing applications on machines that are FP monsters will obviously have more FP ops than older games that were designed with INT in mind?
Titanio said:london-boy said:Would it be wrong to state that current games are mostly made up of non FP ops because they have to run on architectures that favour that kind of operations?
And would it be wrong to state that obviously, writing applications on machines that are FP monsters will obviously have more FP ops than older games that were designed with INT in mind?
No, you're correct - applications do mould themselves around the hardware, particularly in closed boxes like a console. Which is why drawing conclusions from data on one platform isn't really possible, IMO.
So, if according to you MS is using FUD to talk about their system performance, what is the real metric they should be using?Shifty Geezer said:None of these waffle is worth considering for technical purposes. It's just mindnumbing General Populace (GP) processing, confusing the masses as to what actually isa measure of performance and which console has the bigger number of that measure.
london-boy said:Would it be wrong to state that current games are mostly made up of non FP ops because they have to run on architectures that favour that kind of operations?
And would it be wrong to state that obviously, writing applications on machines that are FP monsters will obviously have more FP ops than older games that were designed with INT in mind?
You have a good point, but I sympathize with them trying to come up with easy-to-grasp performance metics.Shifty Geezer said:There is no one metric. Just as a car's performance on a race track can't be predicted by BHP or weight figure alone, but a guess needs a collection of BHP, torque, weight, turning rate, tyre grip, yadayadayada.
Indeed, a slower car can beat a faster car in a race by having a better driver.Sis said:It holds true even with the car analogy: the specs on paper don't always play out in the actual car (the BHPs didn't convert to enough WHPs where it counts).
I guess my point is: even with full technical specs, you still don't get a clear picture of performance until you put the thing out on the road.
Save that MS's claim is based on a very weak line of reasoning. They totally discount the SPE's, and count one XeCPU core as equal to one PPE core, and so come to 3 x cores = 3 x GP performance.I mean, look at it this way. When MS brings up the "our cpu has 3 times the GP perf of Sony's cell" they don't follow that with, "so we will be 33% faster." Instead, they say, "so they have twice the flops but we have 3 times the GP perf, so it's a wash." And by everything I've heard, this is not far from the truth.
Shifty Geezer said:Prior to E3 MS was all FP power of their system. They never mentioned GP until that Major Nelson article. It was, IMO, never a point they considered until finding differences between their system and Cell for their PR campaign. And the reason it was never an issue is because stream processors can handle all the work load needed and very well if you learn and write to the hardware.
DiGuru said:Slightly off-topic, but what would be the reason they don't use more SSE(2) or 3Dnow! instructions? I would have expected those to be used wherever possible, instead of just x87 FP.
Is this true in a closed box environment?Shifty Geezer said:As we know, running a dual core CPU in your PC doesn't give 2x the performance of a the same in single core form.
It doesn't, in the same way that PS3 doesn't have 2 tflops of power. But in the dance of system comparisons, they can play loose with technical accuracy as long as the intent is relevant.So how come 3 cores = 3x the power?
But the way they said it--if it's not a lie--is just the easiest way to express it to the public.Maybe XeCPU does have 3x the GP performance of Cell, but if so it's not because of the reasons MS gave!
Gubbi said:As for FP usage: I profiled three current gen games, Farcry, Doom 3 and Halflife 2, all of them used alot less FP than they could (ie. they certainly weren't limited by FP performance), the most tell tale sign was that most used x87 FP ops (scalar) instead of the SIMD equivalents. Far Cry showed that animation (skinning) and physics was the two components that had the most FP ops, with 30% and 50% respectively, the rest of the engine have lower FP usage. Doom 3 had the highest overall FP ratio with around 25% FP ops (but exclusively x87), while Doom 3 has limited physics it does shadow volume extrusion on the CPU which would go along way of explaining the relatively high FP usage (compared to the other games).