Titanio said:
Jaws said:
They're not exactly identical. However the CELL PPE and XeCPU are both Power based, 12 Flops per cycle, 2-way SMT, in-order cores...
Was there confirmation of this? Specifically the in-order bit?
No official details but the 2-way SMT and 12 flops per cycle was inferred from 115 and 218 GFlops @ 3.2 GHz for XeCPU and CELL.
blakjedi said:
Jaws said:
Xenos is capable of 24 billion dot products per second. If you allocate 37.4 billion to RSX, that's a helluva increase considering they're both on 90nm, no?
I had asked in the xenos thread whether the work output spoken of related to Xenos includes the edram or is just the shader part...
"However, using Sony's claim, 7 dot products per cycle * 3.2 GHz = 22.4 billion dot products per second for the CPU. That leaves 51 - 22.4 = 28.6 billion dot products per second that are left over for the GPU. That leaves 28.6 billion dot products per second / 550 MHz = 52 GPU ALU ops per clock."
Sorry your question and your quote don't seem related or I'm missing what your asking here? If your asking whether the fixed function logic/ALUs on the EDRAM module are included, then no...it's only shader ALUs.
The fixed function stuff would be included in the 1TFLOP number of X360 though...
Your above quote is the 51 Giga dots/sec for both CELL and RSX. I took 8 dots/cycle for CELL (VMX+7 SPU)...but the above assumes 7, excluding the VMX for CELL.
This would suggest that the '52' number is 52 vec4 units contributing to the 136 shader ops per cycle for RSX, then 136-52 ~ 84 ALUs would be scalar ALUs or ones not capable of dot products on the RSX...i.e.
52 Vec4 units + 84 vec?/scalar units?
Vec4 + scalar units can be paired,
RSX
52 Vec4 + 52 Scalar + 32 vec? units?
:?
rwolf said:
http://www.extremetech.com/article2/0,1558,1818127,00.asp
The 48 ALUs are divided into three SIMD groups of 16. When it reaches the final shader pipe, each of the 16 ALUs has the ability to write out two samples to the 10MB of EDRAM. Thus, the chip is capable of writing out a maximum of 32 samples per clock. At 500MHz, that means a peak fill rate of 16 gigasamples. Each of the ALUs can perform 5 floating-point shader operations. Thus, the peak computational power of the shader units is 240 floating-point shader ops per cycle, or 120 billion shader ops per second at 500MHz
...
8)
I agree Xenos is cool! 8)
But some of these sites are really just confusing all these numbers.
It's 48 Billion shader ops per second for Xenos in the *official* specs,
http://www.xbox.com/assets/en-us/xbox360downloads/FactSheets.zip
Also the "240 floating-point
shader ops per cycle" they mention can be easily confused with
single precision 240 floating-point ops per cycle (flops)! Which is not accurate as that would be 480 flops per cycle with FMADD!
Anyway, the numbers on the first page of this thread are accurate from the info we have...and these random sites are throwing all sorts of conflicting numbers around...
Lazy8s said:
Jaws:
PS3 ~ 2 TFLOPS
X360 ~ 1 TFLOPS
Microsoft claimed 'more than 1 TFLOP'. The X360 GPU probably rates well over 1 TFLOP by itself by counting its fixed functionality as floats in the same way nVidia did. It appears Microsoft was counting this way and just rounded to the nice 1 TFLOP spec, and Sony outdid them in their announcement by not rounding down.
IIRC, from official specs,
RSX ~ 1.8 TFlops
CELL ~ 0.218 TFlops
X360 is still quoted at system total ~ 1 TFlops
XeCPU ~ 0.115 TFlops
Xenos ~ 0.885 TFlops
Not sure why one would 'round down' and the other 'round up' given the oportunity. But it could well be that the RSX has alot of fixed function logic on-board that counts to that number whilst the Xenos transistor count has 10 MB of eDRAM which wouldn't contribute to that number...