PS3 internals

hah, you spotted it faster than I could post the link here!
And yup, that's it, and the comment thread is: http://www.beyond3d.com/forum/showthread.php?p=871293
Sorry for doing something on roughly the same piece of data as you rendezvous, I had actually calculated it one hour before you posted that. And I think the related information I'm adding is worth the trouble ;) Feel free to link it in any forum you frequent, too, of course.


Uttar
Good job.
Now when we can expect to see a PS3 slim? Something with smaller/coller chips?
I expect to see PS3 line with a long life like PS2 line.
 
ps3_39.jpg


How very clever. At least VRAM will never overheat. :)

So uh.....does the proximity of the VRAM indicate any performance benefits? Shouldn't they be able to clock it higher or use a wider bus? Physically, the PS3's vram looks closer to the die than xbox 360's edram.

That is the picture of a non-engineering company dipping their hands into hardware manufacturing.

I'd say the xbox 360's mobo looks generic. Whereas Xbox 1 looked rushed, the xbox 360's layout looks almost like something you'd expect a computer program to put out, or the simplest design possible to make non-cutting edge hardware work. Not simplest in terms of layout, but simplest in terms of effort put into design. Looks dreamcastish.

Especially next to that PS3 board. I'm not a big fan of Sony, but they sure now how to manufacture electronics. They make the Xbox360 board look amaturish.

PS2 (the original) didn't give that impression of Sony.

That makes me ponder who made the motherboard layout actually. VIA made the chipset, but did they design the board? At least, you could argue those guys have some experience in cost efficiency, considering their ASPs for PC products, hah!

I'd imagine one of the larger Taiwanese firms made it. Could even be Asus (though the motherboard looks like a cheaper design than Asus would normally do, reminds me of a biostar motherboard). Oh, and I thought SIS made the 360's core logic?
 
Hmm... 96KB plus 48KB per quad.... the cache gets LARGER!

Plus extra light and vertex transform cache.

But what does extra register size mean?

Hmm... sounds exciting. Because info about the RSX is so rare.
 
But what does extra register size mean?
It means there's more likelihood of required data being in local cache, meaning less fetches from RAM, and lower latency between wanting to texture and being able to texture (or whichever cache). It means an efficiency improvement for the existing architecture.
 
So uh.....does the proximity of the VRAM indicate any performance benefits? Shouldn't they be able to clock it higher or use a wider bus?
It doesn't really mean much. I believe that a closer proximity may make clocking high a slightly more difficult prospect because of the reduced trace lengths. I've also only ever seen this up to 128-bit in the mobile space.

Basically I wouldn't read into it as being mean anything more than what has already been announced.

Hmm... 96KB plus 48KB per quad.... the cache gets LARGER!
I believe thats 48KB across all quads.

It means there's more likelihood of required data being in local cache, meaning less fetches from RAM, and lower latency between wanting to texture and being able to texture (or whichever cache).
Its more about tempories for the shader programs - the more temps you have per pixel the more pixels you can have in flight. i.e. it means that it custs down on the occasions where you are going to be texture bandwidth limited (important if you are texturing from FlexIO).
 
I don't wish to start an argument but I'm not sure how you can say that considering how prone to failure PS1 and PS2 were..

Let's not start it then, or we'll have people like me saying they never had a problem with their 6-year old PS2 bought at launch, and as many people saying they went through 5 PS2s in 6 months. ;)
 
Let's not start it then, or we'll have people like me saying they never had a problem with their 6-year old PS2 bought at launch, and as many people saying they went through 5 PS2s in 6 months. ;)

Either that or people will come streaming in furious that in less than a year they went through more Xbox360s and are still not done :LOL: I think its all relative anyway.
 
According to Pana (posted at GAF) the EE+GS also looks like it has 32MB of Direct RDRAM attached to it a la PSTwo.....backwards compatibility is no small cost. What would you guys estimate the cost of it being?

Didn't someone speculate that on a future PS3 revision, they would do backwards compatibility through software?

If that happened, would it be better to have the actual PS2 silicon or have it done through software?

Maybe with software BC, there would be an opportunity to have some enhanced playback, such as upscaling?

Then again, by the time they remove the EE and GS, assuming they do it, there may not be as much demand for BC.
 
Didn't someone speculate that on a future PS3 revision, they would do backwards compatibility through software?

If that happened, would it be better to have the actual PS2 silicon or have it done through software?

Maybe with software BC, there would be an opportunity to have some enhanced playback, such as upscaling?

Then again, by the time they remove the EE and GS, assuming they do it, there may not be as much demand for BC.

It has been thought that they will do it trough software but hardware will also do better than actual software.

There is alot of things that can make the PS3 price go down, so I wouldn't be surprised if the first price drop came earlier than expected.
 
Didn't someone speculate that on a future PS3 revision, they would do backwards compatibility through software?
Yep, Izumi Kawanishi, an SCEI exec, said in a recent interview (translated by one, as always):
The EE+GS embedded in the PS3 does emulation for PS1/PS2 for initial shipments PS3, so no graphics upgrade for the time being. The software emulation technology is almost complete but not ready for the launch. As soon as it becomes complete EE+GS is removed from future units.
 
It means there's more likelihood of required data being in local cache, meaning less fetches from RAM, and lower latency between wanting to texture and being able to texture (or whichever cache).
Not really, Uttar is talking about register files size, not texture caches size.
 
Do they buy a PS3 only to dissect it? I would love to see the video of putting everything back together. :LOL:
 
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