zidane1strife said:It'll be nougatty if they offer multi-chip workstations... It'd Wipe the top 500 clean
PC-Engine said:zidane1strife said:It'll be nougatty if they offer multi-chip workstations... It'd Wipe the top 500 clean
Efficiency....
Paul said:PC-Engine said:zidane1strife said:It'll be nougatty if they offer multi-chip workstations... It'd Wipe the top 500 clean
Efficiency....
e-DRAM ....
Paul said:Dream on
SONY needs eDRAM because they have never designed a TFLOPS machine and don't know any better.
The #1 super computer doesn't use any cache or eDRAM and it achieves 87% efficiency.
ony and IBM take on digital content creation with Cell workstation
Rob Fahey 10:42 13/05/2004
Serious shot across the bows of Microsoft and Intel
One of the least-reported announcements of E3 to date is also one of the most worrying for Microsoft - with Sony and IBM announcing co-development on a Cell-based workstation which is aimed at the content creation market.
The workstation, which will ship before the end of the year, will feature an architecture based on the parallel processing Cell chip, and will be designed to power digital content creation for movies, television and videogames.
Cell is the next-generation microprocessor created jointly by Sony, IBM and Toshiba, and it is expected to power a whole range of both consumer and high-end appliances in the future - including the PlayStation 3 game console.
IBM will be building the Cell workstations, with Sony providing the architecture, algorithms, middleware and data structure for digital content creation tools on the platform.
The Cell technology, which has a major focus on working in parallel across high-speed networks, is considered to be ideally suited for jobs such as special effects rendering or content creation for movies or next-generation videogames.
The news of the joint plan will come as a shot across the bows of both Intel - which has recently been enjoying dominance of this market - and Microsoft, which now faces the prospect of high end content creation being done on the same non-Windows platform that will eventually become the development tool for PlayStation 3.
"Microsoft should be really worried by this," one developer told us today. "They've been touting Xbox 2 to their partners and talking about the kind of content they want to see created on the platform - more polygons, higher resolutions, more effects - and our response has been that the tools to create this stuff for games don't really exist yet. Now Sony has effectively created those tools."
The Sony solution is certain to integrate tightly with the PlayStation 3 development system, whereas developers working on Xbox 2 will probably still be tied to Windows - making the task of putting digital content from the Cell workstations (whose proposed role reminds us of the market position occupied by Silicon Graphics workstations in the early nineties, before their performance was overtaken by x86 PC systems and PowerPC Macintosh systems) into Xbox 2 titles much more difficult than the equivalent task on PS3.
The announcement of the workstation also fills in a further piece of the jigsaw in Sony boss Nobuyuki Idei's plan for the company - adding the tools to create digital content to a business model which already includes the publishers of digital content, and the manufacture of the playback devices for that content.
zidane1strife said:SONY needs eDRAM because they have never designed a TFLOPS machine and don't know any better.
They need eDRAM to achieve in one chip the performance that would take many a dozen chips with other architectures. If you notice the theoretical performance/transistor incremented ratio, you realize that a significant portion of the added budget has gone to make sustainable performance a reality.
They had prototypes quite a while back, and based on their succesful performance the cell project was kept going. The figures the big wigs have seen, have been good enough to merit billions in continued R&D and fab. costs... what this suggests is obvious.... CELL when it comes to the estimated perf.... is near or beyond it in the real world....
The #1 super computer doesn't use any cache or eDRAM and it achieves 87% efficiency.
In some cases wasn't it more like 36% and below? or have I recalled erroneously?
Just because the CELL project is continuing doesn't mean CELL-powered supercomputers will be competing for the top spot in the top 500. You're grabbing stuff from thin air dude. Regarding efficiency figures, IBM's top supercomputers achieve around 55% efficiency using architectures with cache. The #1 supercomputer achieves 87% efficiency without cache. Of course both figures are for optimized apps. Worst case scenario figures would obviously be proportionally lower for both.
passerby said:I need to ask how devs feel about the bolded part. It this flamboyant/melodramatic reporting again?
No, I remember something about most hovering in the 30%s(for the best) and below(most others) in most apps, maybe I'm recalling incorrectly, but that's what I think I read.
passerby said:Lots and lots of problems and applications that a "multimedia-dedicated" architecture has no advantage in. The infamous BLAST comes to mind - unvectorizable and unparallelizable. (Actually parallel versions of BLAST exist, but consensus in that gains are insignificant.) In fact most bio-related sequencing problems fall in that category.
Of course that's trivial! Problem is with that one single monstrous search(not necessary BLAST) dictated by circumstances and requirements that takes forever. But yeah I understand yor point.unless of course you have parallel queries ... then it becomes quite trivial.
eDRAM is just..well..embedded DRAM! It's not a cache, a cache has a different behaviour than a 'standard' memory block.PC-Engine said:eDRAM is just like cache except a lot slower, neither of which guarantees high efficiency
pcostabel said:passerby said:I need to ask how devs feel about the bolded part. It this flamboyant/melodramatic reporting again?
Having worked in the movie industry, I can understand the comparison with SGI workstations. When opening a Maya file takes several minutes, you want to buy the fastest machine available on the market. Rendering times can be easily reduced by building bigger renderfarms, but to create models and animations you still have to rely on a single workstation. On the movies I worked on, the biggest problem was the sheer amount of data the artist needed to manipulate. They ended up animating low res proxy and splitting scenes in separate parts, hardly the most efficient way to work.
If the Cell workstation is significantly faster than top of the line PCs, movie studios (and possibly game developers) will buy them by the hundreds.
The productivity gain justifies the cost, as long as the software tools are available.