new (?) Rambus XDR memory and PlayStation 3 information

this read is quite long and does not seem to be terrific english, but is posted "as is" as I found it.

The next generation PlayStation (PlayStation 3? ) The next generation memory "XDR DRAM which is adopted (Yellowstone: The yellow stone)"the formal specifications and production plan were announced. As for XDR DRAM with the next generation memory which Rambus developed, 2.4? Per pin of 4Gtps transfer rate is achieved. At 2005 point in time when XDR DRAM appears, it becomes DRAM technology of the highest speed. The summary of XDR Rambus and the SONY computer entertainment (SCE), it does not load XDR DRAM to of PlayStation 3 still declaration. But, many DRAM industry authorized personnel testify "PlayStation as for the adoption of XDR DRAM to 3 and the Cell processor, the fact that it has been decided from before 1 year above".

In this XDR DRAM which marketability is not clear, Toshiba, the fact that, Samsung Electronics and 3 corporation thing DRAM vendors embark on production, most is evidence. In addition, as for the number of XDR DRAM tips/chips which are loaded onto PlayStation 3 by the information from the DRAM industry authorized personnel, it was found that they are 4 or more. As for capacity of the first mass production tip/chip of XDR DRAM 512Mbit. Because of that, when we assume, that PlayStation 3 on-board memory is 4, memory capacity becomes 256MB. The transfer rate of XDR DRAM which is loaded onto PlayStation 3 is seen per pin 3.2Gtps (Giga transfer per second) with. In case of 4 constitution, memory zone of the whole system is the possibility that it reaches to 25.6GB/sec.

This time, Toshiba, and Samsung made also the production plan of XDR DRAM clear. As a result, became subsidiarily, also the production time of PlayStation 3 clear. Because the fact that the real mass production of XDR DRAM stands up is 2005 1st quarter, it is seen that PlayStation 3 appears in 2005 first half. As for this, in the start-up time of XDR DRAM, is because the application of XDR DRAM of the large amount does not exist other than PlayStation 3. If you say opposite, it has become the production plan which is adjusted to PlayStation 3. In addition, because Toshiba makes the market estimate of XDR DRAM clear, also estimate of the production quantity of PlayStation 3 was visible. Startup time 2005 is monthly output several 100000 unit scales, but increasing at a stroke to 2006, year 2,000? It seems that production of 3,000 ten thousand units or less is anticipated. When we assume, that is, SCE with PlayStation 3, passing the approach run of approximately 1 year, after that is presumed that it has the plan which you start at a stroke.

Toshiba (the left) with XDR production plan of Because PlayStation 3 is visible, it faces to XDR DRAM "Presently, we (the game) of the next generation do the development of the console and related technology. Among those (Rambus) doing the alliance, it is advancing the development of some technologies ", The SONY computer entertainment (SCE) Okamoto Shinichi corporate executive and CTO Rambus Developer Forum which last week is held (RDF) with, this way while choosing word, suggested the technology of Rambus and the relationship of PlayStation 3. Of course, in just this speech, whether or not this day XDR DRAM which is announced is, is adopted for PlayStation 3, you do not understand. However, when the floor of the conference - it goes, everyone XDR DRAM being adopted for the next generation PlayStation story is done in prerequisite. You say that because in DRAM industry this case is widely known fact. As for the world of DRAM, PC and DRAM of the main stream which is used in the server (Commodity DRAM) with that derivative item with main current, cannot succeed the DRAM technology other than that easily. XDR DRAM, designates consumer graphics, the video memory of GPU, network equipment and the digital home appliance such as game machine as the target. But, "other than PlayStation 3 as for the market of XDR DRAM scale is unclear still. Perhaps, Toshiba and SONY use in the respective company product other than the game machine, but for the time being, it is possible to call memory for PlayStation 3 ", that a certain industry authorized personnel says.

When it is opposite, if PlayStation 3 has not been decided, other than Toshiba which is cooperated closely with SCE, you say that it cannot step on in XDR DRAM production. In fact, as for a certain DRAM vendor which last year it collected materials "as for Yellowstone it is optimum to the network equipment and the like, but the field unexpected and market scale is small. When of development cost is thought, it cannot enter with just that, "that you said. In addition, summer of last year, the case where it collected materials a certain overseas DRAM vendor, "Yellowstone (it produces whether or not), it is the production planned circumstance of PlayStation 3. If we assume that it cannot provide at the Toshiba 1 corporation, Yellowstone there is a value which is popular ", that it told. and Samsung making the production plan of XDR DRAM clear this time, in addition to Toshiba that much the demand for XDR DRAM (PlayStation 3) has meant the fact that it is visible. Target Samsung of Okamoto Shinichi corporate executive and CTO XDR of the SONY computer entertainment, Toshiba and 3 corporations of enter - PlayStation 3 where the on-board DRAM quantity increases As for the reason where the DRAM vendor has put out motivation to XDR DRAM in that appearance, you say that demand for memory also it is large with PlayStation 3 to increase PlayStation 2 compared to.

The number of DRAM tips/chips which PlayStation 3 loads is many "PlayStation 2 compared to. Therefore, speaking directly, there is an entry chance for the DRAM vendor ", that a certain DRAM industry authorized personnel talked. Concerning number of DRAM tips/chips, it means kind of that the group of industry authorized personnel are similar. Because of that, the quantity of RDRAM of PlayStation 2it exceeds PlayStation 3, it is seen that XDR DRAM 4 or more is loaded. It presumed 2 with this corner of the time before, but as for that by mistake it was. When it becomes 8, in order high cost to pass as expected the game machine, it is thought that 4 is. Actually, a certain industry authorized personnel says that 4 is. In addition, a certain DRAM industry authorized personnel "this time, (SCE) from first asked the multi-vender strongly", that reveals real state. RDRAM at the beginning was the Toshiba one source, but from after it designated SCE as the multiple source. That SCE desires the multiple source with XDR DRAM it is seen that other than the thing where the memory airlift increased, the difference of the position of RDRAM and XDR DRAM has influenced.

As for RDRAM at the point in time when it is adopted for PlayStation 2 there is the possibility that it becomes leading DRAM technology as the main memory of PC, it was seen that many manufacturers adopt. Because of that, the second source was in profit easy circumstance. Actually, that you had answered that because SCE side RDRAM becomes the standard memory with PC, vis-a-vis the question which you say whether the tip/chip "Emotion Engine" of PlayStation 2 first was announced with Q&A with of "1999 ISSCC", why RDRAM is used. In other words, it is the case that it seriously considered also the fact that it can procure from the source whose SCE with memory adoption, is wide originally. However, as for XDR DRAM as for the big market like PC main memory it is not visible yet. At stage of last summer, still as for the XDR DRAM vendor only the Toshiba one corporation it had been visible. If only the Toshiba 1 corporation it produces, when the shipment of PlayStation 3 extends, there is a possibility short supply occurring.

Because of that, it is thought that guarantee of the plural sources was requested. - To load XDR DRAM of 256MB, as for memory zone to 25.6GB/sec When PlayStation 3 4 loads XDR DRAM, when it becomes, it can calculate memory zone and the memory quantity simply. XDR DRAM appears in 3 speed bottles of 2.4/3.2/4Gtps. But, really as for becoming the target with 3.2Gtps, with the startup, because there is a possibility where in full it cannot carry all tip/chip in 3.2Gtps it is presumed that there are also the specifications of 2.4Gtps. As for XDR DRAM which each DRAM vendor produces, the 512Mbit item of 32M×16 constitution. The data line becomes connection of the point to point, (the address line bus type) for the sake of, when we assume that 4 it loads, becomes the memory interface of 64bit. Because of that, when XDR DRAM of 3.2Gtps is used, it becomes the memory zone of 3.2Gtps×64bit= approximately 25.6GB/sec. As for desktop PC of the same time, from dual channel DDR2-533 the movement period to DDR2-667. As for zone 8.5? It becomes 10.7GB/sec. In other words, with PlayStation 2 as for memory zone it is the case that those where it is equal to PC of the same time, with PlayStation 3 reach the 2.x two times the PC. By the way, when you compare with 3.2GB/sec of PlayStation 2, it reaches approximately 8 times. Improvement of this memory zone is supported even in the presentation of Rambus. "The entertainment platform, with memory subsystem, memory bandwidth of 10 times becomes necessary in 5 year placing. That with Nintendo64 0.5GB/sec, the next (PlayStation 2) develops with 3.2GB/sec, furthermore in the future ", Dave Mooring president of Rambus talked the trend of memory of the game machine. In other words, in implication, in the next game machine it is the case that it suggests that zone of 10 times can be actualized with the technology of Rambus. When we assume, that it is trend of 10 times in 5 years, the memory zone of 25.6GB/sec is almost agreeable. Memory bandwidth of 10 times is needed for the difference 5 year placing of the zone of DRR and XDR of the Dave Mooring president same time of Rambus However, zone enlargement of 10 times exceeds the acceleration pace of DRAM in 5 years. Because of that, you must increase either memory interface width and the number of DRAM tips/chips every generation.

It is presumed that with the solution of Rambus, with Nintendo64 those where it is RDRAM of 1 tip/chip, with PlayStation 2 become Direct RDRAM of 2 tips/chips, perhaps with PlayStation 3 become XDR DRAM of 4 tips/chips. This means also the increase of the memory airlift inevitably. With PlayStation 2 RDRAM of the 128Mbit item was the main memory of 32MB with 2. Vis-a-vis that, because with PlayStation 3 XDR DRAM stands up with 512Mbit, it becomes main memory of total 256MB with 4. This way, the announcement with RDF from peripheral information, the memory constitution of PlayStation 3 considerably was visible. But, those where it is funny above that, from plan of the DRAM vendor, also the schedule and production plan of PlayStation 3 being transparent, are to start being visible. Concerning this, we would like to report next.

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http://www.playstation3insider.com/forums/viewtopic.php?t=2799
 
You gotta luv that BabelFish translation! :LOL:

So they're estimating 4*3.2 Ghz 512Mbit chips >>>256 MB @ 25.6 GB/s. Still not bad assuming 64MB eDRAM on the CPU and 32MB+ eDRAM on the GPU.

No real surprise there though I'm still hoping for 512MB of XDR @ 51.2 GB/s. 8) Though cost and production capacity seems against it. :(
 
No real surprise there though I'm still hoping for 512MB of XDR @ 51.2 GB/s.

yeah that's the least I was hoping for.

512 MB of XDR @ 51.2 GB/sec is probably as much of a leap over PS2's 32 MB of RDRAM @ 3.2 GB/sec as PS2 was over PS1's 2 MB DRAM @ 132 MB/sec.

If PS3 got delayed to 2007, of course I would want 1 GB of XDR @ 102.4 GB/sec 8)
 
Megadrive1988 said:
No real surprise there though I'm still hoping for 512MB of XDR @ 51.2 GB/s.

yeah that's the least I was hoping for.

512 MB of XDR @ 51.2 GB/sec is probably as much of a leap over PS2's 32 MB of RDRAM @ 3.2 GB/sec as PS2 was over PS1's 2 MB DRAM @ 132 MB/sec.

If PS3 got delayed to 2007, of course I would want 1 GB of XDR @ 102.4 GB/sec 8)

Are you sure the PS1 had 2MB, i thought it had 4MB?

PS1>>>4 MB
...........*8
PS2>>>32 MB
...........*8
PS3>>>256 MB

A *8 jump per gen seems to be the trend! :D ...and I'm to impatient for a delay to 2007! :oops:
 
PS1 had 2 MB of main system memory, and 3.5 MB in total

2 MB DRAM main memory
1 MB VRAM (real dual ported VRAM) graphics memory
0.5 MB (half a MB) memory for audio
 
the jump from PS1 to PS2 in main system memory was 16x

2 MB ====> 32 MB

the jump in total memory from PS1 to PS2 was over 11x

3.5 MB ====> 40 MB

or if you discount the 2 MB that PS2 has for its PS1 CPU which is also PS2's I/O processor, leaving PS2 with 38 MB total memory, you still have a 10x leap in memory over PS1.

if PS3 has only 256 MB of main external system memory, that is of course, only an 8x leap over PS2's main memory of 32 MB. I suppose the large amount of high-bandwidth embedded / on-chip memory on PS3's CPU and GPU will make up for, or more than make up for the smaller leap in external main system memory from PS2 to PS3, than with PS1 to PS2, assuming that PS3 only has 256 MB external main system memory.

obviously the PS3 would need 512 MB of external main system memory to have the same leap over PS2 that PS2 had over PS1 (16x) in the amount of main memory. that's saying nothing of the performance of the memory though.
 
I wouldn't get any hopes up about very large amounts of eDRAM. Its really really expensive...
 
as for memory bandwidth what I would like to see PS3 have (incredibly unlikely) is the 102.4 GB/sec XDR configuration for the external main system memory. that would be about 2x what the GSCube 16 had for system memory bandwdith, which was 50.3GB/s (3.1GB/s x 16)

then for PS3's embedded graphics memory bandwidth on the GPU, I would like to see well over 1 TB/sec (1 TeraByte) of bandwidth. around twice that of GSCube 16's VRAM bandwidth, which was 755 GB/sec (47.2GB/s x 16)


now back to reality. we will probably see the lowend of XDR's capability in PS3's main memory bandwidth. that's about 25.6 GB/sec. and we will probably see a few hundred GB/sec for PS3's embedded graphics memory. even a few hundred GB/sec bandwidth for embedded memory might seem like a large figure, but not really, not when you concider the bandwidth of PS2's GS, which is around 48 GB/sec.
 
Or for that matter large amounts of memory in general.

Memory is cheap in the PC space, in the console space it's the part that decreases in cost most slowly, it can be cheap today, but the cost when the box is projected to be $99 can be prohibitive.
 
Isn't there a point where memory bandwidth is.... useless :?: Why would a dev need so much memory bandwidth?

DeanoC said:
I wouldn't get any hopes up about very large amounts of eDRAM. Its really really expensive...


you know something about....something don't you? ;)
 
I forgot to mention that my desired bandwidth capability for PS3
(100+ GB/sec main memory, 1 TB/sec embedded graphics memory) is still less than that of the GSCube 64, which basicly disappeared without use.

GSCube 64 would have had about 200 GB/sec main memory bandwidth and over 3 TB/sec of VRAM bandwidth, since we have 4x the amount of processors and bandwidth of GSCube 16.
 
Alstrong said:
Isn't there a point where memory bandwidth is.... useless :?: Why would a dev need so much memory bandwidth?
Memory bandwidth is the tightest thing of all, expect ALL next gen consoles and PC to be completely memory bound.
Billions of parallel operations per second eat memory bandwidth like nobody business.

Not even eDRAM can keep up, its fairly easy (I'm told) to build hardware that needs more bandwidth than any technology can produce, the hard bit is NOT using all the bandwidth.

Alstrong said:
DeanoC said:
I wouldn't get any hopes up about very large amounts of eDRAM. Its really really expensive...
you know something about....something don't you? ;)
I have an idea how much eDRAM costs, more much more than you can imagine (and I mean that literally). Go beyond a sweet spot and we are talking 1000's of dollars per chip!
 
We don't need huge amounts of eDRAM. Frame Buffers could be a special case but there are workarounds even with IMR, like Gamecube/Flipper shown.
I'm happy to see my old speculation about a PS3 with 4 memory chips and 25.6 GBytes/s of memory bandwith wasn't too far off :)
Now..if only CELL technology had some kind of multithreading support I would be even happier ;)

ciao,
Marco
 
Why would memory bandwidth be useless? I could understand if it's up to the point where a developer cannot oversaturate the bus with enough data to keep the memory fed. Bandwidth is a very nice thing to have as that is usually one of the main bottleknecks you can have in a console. The more bandwidth you have the better the performance a dev can get ouf of a machine. I'm sure if the Xbox has a couple more GB/s in bandwidth w ewould be seeing even better visuals than it has had so far and quite possibly more progressive scan games. If memory bandwidth on any particular piece of hardware never becomes over saturated then I would think the designer of the hardware made a pretty decent design when it comes to that aspect.

I do agree that 512 MB of memory would be much better for the PS3 but we'll see just how much memory the machine will have when all the gloves are off.

Here is a question. Would you rather have 256 MB of memory with ~ 50 GB/s bandwidth or 512 MB with ~ 25 GB/s bandwidth? I might have to go for the latter since eDRAM can do wonders for helping out in the most critical cases of bandwidth.
 
NG consoles will be so flexible that for sure, for the first time, we'll experiment with some new and exotic rendering technology.
Like DeanoC pointed out memory bandwith is even a more precious resource
when you have multi gigaflops beasts screaming for data to process.
NG console development will be a compression and caching exercise much more than on the actual generation.
The hw will be able to push some milion triangles per frame and we would not
be able to cope with those insane primitives counts without heavy geometry /textures compression, good continous LOD, etc..
New ways of representing 3D objects and associated data that exploits much better compression, streamlined memory accesses are coming
Wow..I'm excited :)

ciao,
Marco
 
good points Sonic, I think most would agree with it, bandwidth is very important if you have the processing power to take advantage of it. all too often, memory bandwidth is indeed the limiting factor. it hurt GeForce 2 GTS and I think it hurts the Xbox, especially since Xbox does not have embedded memory (not counting tiny caches) on its NV2A, unlike PS2's GS and GameCube's Flipper. I think if Xbox had 12.8 GB/sec bandwidth it would've been a far better machine. or keep the 6.4 GB/sec but add some embedded memory to NV2A.

a good question too. it's a tough call, 256 MB with ~51 GB/sec or 512 MB with ~25 GB/sec. I might be tempted to go with the 512 MB @ 25 GB/sec option if we have really high-bandwidth embedded memory, like 1 TB/sec.
 
Sonic said:
Here is a question. Would you rather have 256 MB of memory with ~ 50 GB/s bandwidth or 512 MB with ~ 25 GB/s bandwidth? I might have to go for the latter since eDRAM can do wonders for helping out in the most critical cases of bandwidth.

I been thinking about this for a while...I think the whole memory architectue needs to be taken as a whole. This includes the APU SRAM sizes/bandwidths, the PU cache size/bandwidth, the onboard eDRAM size/bandwidth, offchip XDR memory size/bandwidth and even whether a hard disk is present as standard! It's one huge optimisation equation against cost and performance which simulations should have already determined. What a head ache! :oops:
 
DeanoC said:
Not even eDRAM can keep up, its fairly easy (I'm told) to build hardware that needs more bandwidth than any technology can produce, the hard bit is NOT using all the bandwidth.

Well to be fair, PS3's BBE as proposed has 1024-bit wide eDRAM, I think, 1024-bit scratch-pad RAM, and 128-bit wide registers accessible for each APU, of which the last two are of exclusive use for that APU... So aggregate bandwidth goes up with the number of processors.

Not sure if it scales exactly in line with computing speed, but at least it scales. :D

I have an idea how much eDRAM costs, more much more than you can imagine (and I mean that literally).

Ehhh, que? Why should eDRAM be any more expensive than anything else etched onto a silicon die? That's a rather illogical idea actually...

Go beyond a sweet spot and we are talking 1000's of dollars per chip!

I think you'd have to go pretty far beyond the sweet spot for that to happen. eDRAM is compact, so you could pack tons of it on a die if you intend to go overboard. Hell, even Intel's upcoming Itanic with the rediculous L3 cache on it costs THOUSANDS per chip to manufacture, and SRAM cell size is several times larger than for DRAM.
 
ERP said:
Or for that matter large amounts of memory in general.

Memory is cheap in the PC space, in the console space it's the part that decreases in cost most slowly, it can be cheap today, but the cost when the box is projected to be $99 can be prohibitive.

If that is e-DRAM then the cost decreases much faster ( in relative terms ).

Shrink the chip and you will get better than linear scaling fro the e-DRAM portion of the chip allowing the chip area to decrease significantly.
 
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