I just thought, how's about the other way around? Toshiba provide an extended SPURSEngine processor, anyone can provide a standard main processor, and the SPU code developers have will remain portable.
I just thought, how's about the other way around? Toshiba provide an extended SPURSEngine processor, anyone can provide a standard main processor, and the SPU code developers have will remain portable.
That would actually upset developers(Larrabee + SPU) * 2
This will make everyone happy in 2012, no?
NV, ATI/now AMD and Microsoft already knew what was likely coming at the time, Sony on the other hand likely didn't. Look at the hardware they had before the PS3. It's a good thing that the Cell was powerful enough to make up for the RSX shortcomings but imagine what things would be like if the Cell wasn't needed to help the PS3 to keep up with the Xenos in the 360. If they had a scaled down G80. Something that would have been fully DX10 compliant. Something like that would not only have benefited Sony but PC gaming as well. In other words it would have been much closer to the vision laid out before developers and the public when the system was first announced.
Sony have a habit for using lots of different chips.
PS2 = MIPS CPU, VU01 and VU02
PS3 = PPE CPU, SPU, RSX
The traditional PC model seems more elegant, i.e. a strong CPU and GPU.
In the long run it works out cheaper too if you look at Xbox 360 and PS3 BOM excluding the additional features and concentrating just on the motherboard, CPU + additional processing units (aka SPU's) , GPU and RAM.
It would be in Sony's interest to design a new console with a more hemogenous architecture and stop wasting money on trying to reinvent the wheel. After all the millions spent on R&D by Sony the Xenos and Xenon holds their own against the PS3 quite admirably.
I would love to see a console design based around an AMD CPU and GPU for 2012. I believe it would be a very powerful and efficient design.
(Larrabee + SPU) * 2
This will make everyone happy in 2012, no?
Do developers really want a 256K LS limit
There is no L3. Each core has its own 256KiB subset of the L2.Why would you need SPEs if you had Larrabee? iirc Larrabee's CPUs are fairly simple with a short pipeline, 4 HW threads, and a honking vector unit. And a big difference is they have access to TMUs. Been a while since I read anything on how it is shaping up but I believe they have their own L2 cache (most devs would consider that a move up from SPEs in terms of accessibility) and a global L3.
Why would you need SPEs if you had Larrabee? iirc Larrabee's CPUs are fairly simple with a short pipeline, 4 HW threads, and a honking vector unit. And a big difference is they have access to TMUs. Been a while since I read anything on how it is shaping up but I believe they have their own L2 cache (most devs would consider that a move up from SPEs in terms of accessibility) and a global L3.
Not sure why Intel would justify an entirely different processor (+complexity). I would guess SPEs are denser cores (more per chip all things even) and LS faster. But what you gain with Larrabee in terms of uniformity (CPU and GPU all using the same language), standard cache model, and texture processing makes some big inroads.
Do developers really want a 256K LS limit, heterogenous cores (SPEs, PPEs + GPI), and manually managing their DMA requests when they could just go Larrabee outright?
Lose some peak performance and gain it back, maybe more so, in everything being on one code base and one chip type.
So you would like to continue developing with the Cell rather than something the would likely be easier to develop on? Honest question.I'd much prefer a console based around a Cell iteration + competitive AMD/NV GPU
solution..
Why is it a 256K limit?
How so? It's essentially the same thing
SPE's are there to assist the CPU not a Larrabee GPU. Now if you're talking about adding SPU's to a Larrabee GPU then yea it's pretty hard to justify that. But who's talking about that?
Again, Larrabee cores are also limited to 256k so if devs don't like SPU LS's they ain't going to like Larrabee either.
That makes a great deal of sense but sounds like a very expensive thing to do.Why not 2 Larrabee chips for 64 cpu cores (256 HW threads)--all your code could be the same, be it graphics, physics, or general game code. 1 CPU type, 1 memory model, all code works on EVERY CPU.
If Larrabee is viewed as a versatile GPU rather thana CPGPU hybrid, a Cell+Larrabee PS4 would allow developers to port existing code and practices, provide BC, and still use Larrabee as GPU. If you lose Cell completely, developers are starting completely from scratch yet again!Why would you ever go with a CELL (with SPEs) + Larrabee when you could go 2x Larrabee?
upnorthsox means the SPEs are there for CPU workloads, not graphics rendering. Leave that to whatever GPU is used, nVidia, AMD or Larrabee.Why use "SPEs to assist the CPU" when each Larrabee has 32 4-thread CPUs?
The CPU aspect is well known and understood at this point. Writing Larrabee code is a complete unknown. At best you just chuck shader code at it like any other GPU.All you are doing is adding yet another programming model/complexity. If you are going to have:
...
That is 3 different CPU types and potential code bases. What happens when you nifty GPU code needs to fall back to the SPEs and isn't friendly to the LS?
Because the Larrabee's are busy rendering graphics. That's one system model where the Cell is the CPU and the Larrabee is a GPU, ignoring Larrabee's potential functionality as CPU. If you want to write program code in x86 as well as your graphics, then you'd want a pure Larrabee system. Alternatively you could go with Larrabee as a very multicore CPU and put in an nVidia GPU.Why would you need SPEs if you have Larrabee CPUs available? Besides raw potential peak speed, name 1 reason you thrust this burden on developers?
I think it only makes sense if Larrabee turns out to be the bee's knees as a GPU. If the programmability pays huge dividends, and the tools make it easy to harness, chosing to use Larrabee as a standalone GPU makes sense, and then you leave Cell to do the program code. That's not really what LRB is about though. If you're going to use Larrabee at all in a system, like yourself I think you'd want just LRB. There is still a case for a Cell_LRB system though, in this current era of unproven tech and guesswork!On the other hand, my only real point, is that a CELL CPU (PPEs+SPEs) + Larrabee makes no sense. What are SPEs doing that Larrabee cores cannot?