The optimist would think Sony will deliever MORE than 1000x PS2 performance
The utter fool would take the "1000x" at face value. The wise man would consider 10x to be pretty damn good, considering Murphy's law^Wrule-of-thumb in the timeframe.
The optimist would think Sony will deliever MORE than 1000x PS2 performance
Gunhead said:The optimist would think Sony will deliever MORE than 1000x PS2 performance
The utter fool would take the "1000x" at face value. The wise man would consider 10x to be pretty damn good, considering Murphy's law^Wrule-of-thumb in the timeframe.
10x more Vertices/frame with the added AA, more complex Vertex Shaders Pixel Shaders ( and if we used a REYES-like renderer, how slow would PlayStation 2 be ? One key to show the increase in performance will also be the handling of the extra Integer power and the fact that performance has indeed increased but we also have more features like e-DRAM that help use stay closer to the theoretical maximums [the Emotion Engine would be slower on a clock by clock basis] ), physics, A.I. all at 60 fps ---- this looks something that would take a machine more than 10x faster than PlayStation 2 to process...
Going by the Theorethical maximum of 1 TFLOPS for PlayStation 3's Broadband Engine , I'd say ~161.29x of increase ( 1 TFLOPS might also include the FLOPS produced by the APUs in the Visualizer though... so the performance increase can go lower than 161.29x as far as Emotion Engine vs Broadband Engine is concerned ).
The comparison doesn't end here... if you add the resolution the PlayStation 3's GPU will be capable of rendering at while keeping a smooth 60 fps frame-rate ( we are talking about HDTV resolutions and/or nice AA ), the average per-frame texturing capabilities ( MB of textures per frame if we have to put it in a simple form ), texture filtering, complex vertex and pixel programs ( effects after effect... ), more complex AI ( Integer Heavvy code ), more advanced Physics, etc... you would end up with a set-up that would take a machine much closer to the 1,000x PlayStation 2 figure ( than what people expect ) to run the same set-up with the same smoothness and Image Quality.
The Broadband Engine has very high bandwidth e-DRAM and fast SRAM based Local Storages and plenty of registers to keep both Integer and FP Units nicely fed ( as much as possible ) while the Emotion Engine, as far as Integer processing is concerned, is quite limited by small Data Cache and Scratch Pad SRAM and the CPU to Main Memory latency.
PlayStation 3 has much bigger external RAM than PlayStation 2 ( I think they will have quite a bit more than 32 MB... on this strenght alone I might force a PlayStation 2 to throw its performance in the gutters by playing on the increased external RAM PlayStation 3 would have and have the PlayStation 2 keep going to the DVD drive or the HDD to retrieve data... with this in mind it should not be impossible to build games that would drive PlayStation 2 [limited to use the same effects, Image Quality and lighting and polygon count as the PlayStation 3 version] that run at 0.06 fps on PlayStation 2 and at 60 fps on PlayStation 3... even better would be showing a 500x jump.. from 0.12 fps to 60 fps ).
PlayStation 3 should have a more versatile Rasterizer and a faster optical medium as well as more of faster external RAM ( external == not embedded )...
What I have been trying to say ( a bit messily ) is that the trick which we can use to get closer to the 1,000x performance jump figure is by observing how much more efficient ( an EE overclocked to 1,000x its clock speed [rest of the subsystem stays the same] would perform nowhere near 1,000x faster ), counting also the effects and features PlayStation 3 without worries ( and in the case of the Rasterizer how much more flexible it is... increased AA, per-frame texturing, good pixel programs, etc... would not be particularly fast on PlayStation 2's Graphics Synthesizer ), should the PlayStation 3 be compared to PlayStation 2 and add that to the jump in theoretical performance...
Speaking of the PS3, SCEI's presentation also included information on its new semiconductor fabrication plants. One of the fabs is dedicated to manufacturing PS2, PSP, PSX, and CELL chips. CELL is a multi-arhitecture chip that's purported to be 1,000 more powerful than the PS2's processor. It will be used in the upcoming PS3 as well as other Sony electronics. SCEI claims that it's investing 200 billion Yen (around 1.67 billion USD) on the CELL portion of the plant. The total investment in the new fabs is 500 billion Yen (roughly 4.19 billion USD).
megadrive0088 said:Yup, Paul. there should be no doubt that Cell is for PS3. even if it's some derivative of Cell or not even called Cell anymore (i.e. EE3/BBE)
Another thing I wanted to add about PS3 - if PS2 could only achieve say, 1/10th of its theoretical / peak performance due to horrible ineffiecencies, the PS3 could well get at least 25% of it's theoretical / peak performance. maybe as high as 30-50%, I don't know. perhaps 1T-SRAM will be used as the eDRAM or some other low-latency memory. (i know Rambus Yellowstone is the main external mem) because GAMECUBE gets much, much closer to its peak performance than PS2, thanks to low- latency memory as well as thoughtful bus layout.
Oh and Pana, let's say for PS4. Would it be possible to just increase the APU floating point from 32GFLOPS to like 512 for each APU? And put more eDRAM on the whole thing, increase bus sizes and the likes.
Yea.. I imagine Sony will use the Cell architecture from here on out for future PS's. Just increase the APU gflops numbers, make the chip on a smaller micron process, add more edram and away you go. Of course there is more to it than that, but that's basicially the gist of it.
I think Pana should seriously work with IBM on Cell..