My next brilliant idea: SLI in consoles

Bill, please be advised that this style of posting is being seen as trolling. Any more threads like this in the future and it will result in an immediate temporary ban.
 
Bill, a couple words you ought to do well to consider:

This idea of yours isn't new. The idea of multiple GPUs/SLI has been thrown around literally for YEARS on this board and others during the rumor phase of nextbox/PS3 before these two consoles were revealed.

Hell, it's been claimed at least once multiple GPUs were being planned for Nintendo Revolution too for chrissakes. :rolleyes:

So your post here is not only exceedingly speculative and unrealistic from a feasibility/cost standpoint, you're also way behind the times. You might as well have claimed to have invented the wheel instead of console SLI, it'd been no real difference... ;)
 
mckmas8808 said:
When I would like a quote sir? To be fair.

David Kirk: SPE and RSX can work together. SPE can preprocess graphics data in the main memory or postprocess rendering results sent from RSX.

Nishikawa's speculation: for example, when you have to create a lake scene by multi-pass rendering with plural render targets, SPE can render a reflection map while RSX does other things. Since a reflection map requires less precision it's not much of overhead even though you have to load related data in both the main RAM and VRAM. It works like SLI by SPE and RSX.

David Kirk: Post-effects such as motion blur, simulation for depth of field, bloom effect in HDR rendering, can be done by SPE processing RSX-rendered results.

Nishikawa's speculation: RSX renders a scene in the main RAM then SPEs add effects to frames in it. Or, you can synthesize SPE-created frames with an RSX-rendered frame.

David Kirk: Let SPEs do vertex-processing then let RSX render it.

Nishikawa's speculation: You can implement a collision-aware tesselator and dynamic LOD by SPE.

David Kirk: SPE and GPU work together, which allows physics simulation to interact with graphics.

Nishikawa's speculation: For expression of water wavelets, a normal map can be generated by pulse physics simulation with a height map texture. This job is done in SPE and RSX in parallel.

" It works like SLI by SPE and RSX."

There it is as you reqested
 
scatteh316 said:
" It works like SLI by SPE and RSX."

There it is as you reqested

Lets hope its relative easy to do this kind of things, so more quality titles can be done on smaller teams.
I dont know if someone have heard more of the Transmeta deal which i understood would mean that they are dev a "SPE" compiler to be used as part of the devkits.
 
I can't work like sli because with sli one frame is being rendered by one gpu (there are a few ways )

The spe will never do the rendering and filtering that the rsx does . It may do vertex work but then again the xenos and a core of the xenon can do "sli"
 
Sony has secrets

I've heard from someone who worked with Sony in the PS3 development......it seems as if Sony has something up their sleeves.

Is it SLI RSX's? Doubtful

Is it Dual Cells? Doubtful

Could it be Fast Clockrates or either or both? Could be, but i didn't say that ;)

Could it be a new redesigned controller? Again i didn't say that ;)

Could it be more RAM? Was on the cards at once, but doubtful.
 
Rajeev, welcome to the forum.

But on your 'teasers' there, I mean those things are pretty obvious...

Certainly if Sony were to make any surprise improvements, the controller, Cell, memory, or RSX frequencies, would be the easiest things to tweak. A lot of people are expecting a slight boost in *something* (and I put myself in that group), but I don't think it's anything to pin hopes on.

Post with an update though if your friend gives you something more definitive. ;)

(and yeah, dual Cells or RSX's are beyond doubtful)
 
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Thanks

I've been lurking year for months.

Anyway, to be honest, i don't know that much. Aside from a IBM employee saying, Sony may surprise you with some minor upgrades.

All i know is that at E3, the specs sony dealt out were the minimum specs that they'd be able to obtain from the PS3. The Target specs were quite a bit higher as is 600 MHZ RSX, 4.6GHZ Cell.

In my personal opinion, i think theres more to the Sony controller than meets the eye. Maybe that isn't even the actual controller. Maybe its totally different.

All i know is, Sony did not play all their cards at E3. Trust me.

Ofcourse the Sony Hype machine will go into overdrive within the comming months and by then a $400 launch price will seem amazing an amazing deal.
 
Any minor upgrades can end up costing millions of dollars . I highly doubt we will see any upgrades. The clock speed is already very high and will most likely be above the high end part from nvidia at that time .

The ram is already large enough and fast enough.

I don't see any upgrades . We may actually see some scaling back .
 
jvd said:
I can't work like sli because with sli one frame is being rendered by one gpu (there are a few ways )

The spe will never do the rendering and filtering that the rsx does . It may do vertex work but then again the xenos and a core of the xenon can do "sli"

If you answered to my post jvd i think it frankly obvious that none can do "sli". :)

I think frankly the point of the PS3 and numa is to use the SPEs to do postprocessing and Framebuffer manipuliton. The vertex-calculations and AI, physics etz is the most spoken of but there can be more.

Can you give any example to your "sli" with one cpu and R500, a more technical if you will.
 
The gpu can access the cache on the xenon . It can use the xenon to draw a frame and then apply post effects onto it .

It can do texture generation , i can generate vertex data , it can do all the cell can do

However i doubt u will see either of them do these things in games .
 
jvd said:
The gpu can access the cache on the xenon . It can use the xenon to draw a frame and then apply post effects onto it .

It can do texture generation , i can generate vertex data , it can do all the cell can do

However i doubt u will see either of them do these things in games .

Yeah there multicore afterall but IMHO i dont think there will be as much difference as some wants too belive. Ok Cell more potential, Xcpu more dev friendly.

Btw on the subject on PC hardware my point is now with SLI and Xfire the hardware is already here(and substantial powerwise), Athlon 64 X2 etz..
 
rajeev84 said:
All i know is that at E3, the specs sony dealt out were the minimum specs that they'd be able to obtain from the PS3. The Target specs were quite a bit higher as is 600 MHZ RSX, 4.6GHZ Cell.
Well Ati's latest 90nm card is >600 MHz so that might well be an option. 4.6GHz Cell sound overoptimistic. Al current Cell products are :love:.0GHz. 4.6 GHz is getting close to the thermal mixumums IBM were showcasing, and those wouldn't be reliable for mass production. 4 GHz Cell is still Optimistic IMO.

There was talk earlier of RAM improvements that would 'surprise us'. Perhaps a 600 MHz RSX and upclocked RAM is the best we can actually hope for.

And as for the controller, it's an interesting notion that Sony misled with a phony concept controller while the reality is something else. Only Revolution it won't be :D
 
As to the RAM... one of the possible improvements that Ive kinda hoped for was the micro-threading the Rambus guys were talking about. 'Course, there's always the miraculous rebirth of the 8th SPE.

I can't imagine the GPU getting faster though... if RSX is indeed based on G70 concepts then it should heat up fairly much the same, more over it should eat a similar amount of power. What I'm trying to say is I have a tough time imagining a 70watt GPU in a console, so for RSX to be upped even more is hard to see. Yeah, there's the process shrink, but how much will it shave off in terms of wattage and heat? No real answer, right? OH, X1800 is at 90nm, right? What's the wattage on that?
 
One thing of note about the RSX is it's being fabbed at Sony's new fab (I think). That fab is arguably a lot better than TSMC. Things like Low-K and SOI aren't available at TSMC as far as I know and Sony's fab should be able to. Those things are small differences, but they should make a difference in what they can get out of RSX on 90nm. 550mhz shouldn't be difficult (110nm G70s can get pretty high on stock air cooling) at 90nm.

I could see a 3.6ghz cell at best (but I think we'll get a 3.2) or maybe a 600mhz RSX (possible?) -- I'd rather have the GDDR3 bank's clock speed increased, that seems like it will be the biggest bottleneck
 
Micro-threading won't make the RAM in PS3 - it's for XDR2, which among other things won't debut until next year. Not to mention it might require a DD3 Cell revision to work with (due to the memory controller) - something there's probably not much time for at this point.
 
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