Sony's Next Generation Portable unveiling - PSP2 in disguise

the fact that probably psp2 will be shipped this fall make the 40nm process the only utilizable?

If it ships this fall then yes, 40nm is the only option.

Unless Intel's fabs are making the chips, lol. J\K.
 
^^Highly unlikely they'll go with 32nm SOI, and all of GF's 32nm capacity is probably contracted to AMD at the momemt. The rest of the industry just pales in comparison to Intel. They'll be shipping 22nm chips by the end of this year while the NGP looks likely to launch at 45/40nm at the same time. Or would a 28 nm process at TSMC/GF be ready by then?
 
NGP is not clocked to 2 GHz.
"Some people in the press have said wow, this thing... could be as powerful as PS3. Well, it's not going to run at 2GHz because the battery would last five minutes," he said. "And it would probably set fire to your pants."
This is where my Grand Vision would have worked, supporting a plugged-in mode to run at full pelt connected to a TV. Although cooling would be an issue.
 
That would be the idea, but you'd need some effective interface between the handheld and the dock, which would mean placing the hot chips close under the user's hands. Probably not going to go down to well!
 
I'm gathering a little quote from Shifty Geezer's link at Eurogamer:

Speaking of the device's beautiful 5-inch screen, Coombes boasted that with its 960x544 resolution and anti-aliasing turned on - 4xMSAA, Digital Foundry fans - "you really can't see the pixels on the screen, which is pretty nice."

Could this mean that 4xMSAA is mandatory for all NGP games, as 2xMSAA is for X360?
 
I'm gathering a little quote from Shifty Geezer's link at Eurogamer:



Could this mean that 4xMSAA is mandatory for all NGP games, as 2xMSAA is for X360?

Why should it be "mandatory". It isn't on XBox360 either. I unfortunately have lost track how tiling exactly works on Series5XT; but with the rather insane z/stencil fill-rate (12.8 GPixels/s) of that thing and the usually small bandwidth and memory footprint cost for MSAA on a TBDR I wouldn't suggest it could have any significant performance penalty. It'll still come down to the developer/ISV itself if he wants to use any MSAA or not.

A quick refresh on Xenos tiling mechanism: http://www.beyond3d.com/content/articles/4/5
 
Why should it be "mandatory". It isn't on XBox360 either.

I can't find any source right now, but I'm pretty sure I saw someone from Microsoft claiming 2xMSAA are mandatory, and are present in every X360 game.
 
The quote about the amount of RAM in that article implies the NGP might equip less than 512 MB. That might result in an odd configuration, though.
 
^^Highly unlikely they'll go with 32nm SOI, and all of GF's 32nm capacity is probably contracted to AMD at the momemt. The rest of the industry just pales in comparison to Intel. They'll be shipping 22nm chips by the end of this year while the NGP looks likely to launch at 45/40nm at the same time. Or would a 28 nm process at TSMC/GF be ready by then?

Agreed that GF 32nm is highly unlikely, it's just technically not impossible.

Maybe it's possible we'll see TSMC 28nm in something by the end of the year.. but not NGP.
 
Agreed that GF 32nm is highly unlikely, it's just technically not impossible.

Maybe it's possible we'll see TSMC 28nm in something by the end of the year.. but not NGP.

Probably not in products. Commercial chip availability on TSMC 28nm is highly likely though.
 
I can't find any source right now, but I'm pretty sure I saw someone from Microsoft claiming 2xMSAA are mandatory, and are present in every X360 game.
Prior to release, it was said 360 would come with 720p, 2xAA as standard in every title. That then became "IQ equivalent to" or something, and AA wasn't ever enforced as part of the TRCs AFAIK. If it ever was, that requirement has been dropped. MSAA doesn't always work well with various game engines, so it has to be optional.

I read the Eurogamer quote regards AA as it looks fabulous when used, but that's no indicator it'll always be present.
 
Agreed that GF 32nm is highly unlikely, it's just technically not impossible.

Maybe it's possible we'll see TSMC 28nm in something by the end of the year.. but not NGP.

Probably not in products. Commercial chip availability on TSMC 28nm is highly likely though.

I just thought about it again, and the timeframe dosent make sense for 45/40m. If it was on 45/40nm then it should really have been ready for launch a lot earlier instead of end 2011.

I mean Apple is a week away from a shipping a product with a Dual core A9 + 543 MP2. Now understandably it would be a more complex to make a Quad core A9 + 543 MP4, but how much longer should it take. Presumably they've been planning the NGP for a while now so design would have started early. But the games developed for both platforms are a class apart and so the extra time may be for devs to get some good launch titles ready for the NGP. Another factor is the OLED shortage, which is only going to be solved in Q3 when Samsung's new factory goes online
 
I can't find any source right now, but I'm pretty sure I saw someone from Microsoft claiming 2xMSAA are mandatory, and are present in every X360 game.

Read through Wavey's article and you'll see that even 2xMSAA isn't entirely for free at all times. At 720p/2xMSAA you'd need in theory 15+MB eDRAM and the daughter die eDRAM has merely 10MB. The solution to that is to split up the scene into 2 macro tiles and the "but" lies here:

There is going to be an increase in cost here as the resultant data of some objects in the command queue may intersect multiple tiles, in which case the geometry will be processed for each tile (note that once it is transformed and setup the pixels that fall outside of the current rendering tile can be clipped and no further processing is required), however with the very large size of the tiles this will, for the most part, reduce the number of commands that span multiple tiles and need to be processed more than once. Bear in mind that going from one FSAA depth to the next one up in the same resolution shouldn't affect Xenos too much in terms of sample processing as the ROP's and bandwidth are designed to operate with 4x FSAA all the time, so there is no extra cost in terms of sub sample read / write / blends, although there is a small cost in the shaders where extra colour samples will need to be calculated for pixels that cover geometry edges. So in terms of supporting FSAA the developers really only need to care about whether they wish to utilise this tiling solution or not when deciding what depth of FSAA to use (with consideration to the depth of the buffers they require as well). ATI have been quoted as suggesting that 720p resolutions with 4x FSAA, which would require three tiles, has about 95% of the performance of 2x FSAA.


Render to texture operations that have space requirements beyond 10MB can also operate in the tiled mode, however given that Xenos is going into a closed box environment its likely that developers of the system will consider what best fits the design of the console when they are developing their titles.


It would be nonsense to make it mandatory, since it should always be up to the developer how he wants to use the given hw resources.
 
I just thought about it again, and the timeframe dosent make sense for 45/40m. If it was on 45/40nm then it should really have been ready for launch a lot earlier instead of end 2011.

I mean Apple is a week away from a shipping a product with a Dual core A9 + 543 MP2. Now understandably it would be a more complex to make a Quad core A9 + 543 MP4, but how much longer should it take. Presumably they've been planning the NGP for a while now so design would have started early. But the games developed for both platforms are a class apart and so the extra time may be for devs to get some good launch titles ready for the NGP. Another factor is the OLED shortage, which is only going to be solved in Q3 when Samsung's new factory goes online

We obviously still don't know how big the Apple A5 SoC is but I wouldn't be surprised if it's in the 75-80mm2 region. Remember the NGP wouldn't have much of a problem as a hand-held consuming a handful of Watts.
 
I just thought about it again, and the timeframe dosent make sense for 45/40m. If it was on 45/40nm then it should really have been ready for launch a lot earlier instead of end 2011.

I mean Apple is a week away from a shipping a product with a Dual core A9 + 543 MP2. Now understandably it would be a more complex to make a Quad core A9 + 543 MP4, but how much longer should it take. Presumably they've been planning the NGP for a while now so design would have started early. But the games developed for both platforms are a class apart and so the extra time may be for devs to get some good launch titles ready for the NGP. Another factor is the OLED shortage, which is only going to be solved in Q3 when Samsung's new factory goes online

From Sony's point of view, getting it out as early as possible isn't necessarily the number one priority. Hitting the holiday season is very important, but beyond that there's some compromise in getting it quicker vs getting it out with more launch software and more buzz, not to mention more shipping capacity (although that doesn't generally stop game companies).

For an example of a pulled in launch date hurting a console see Sega Saturn.
 
Greetings. Sorry to bump a slightly old thread! I'm just wondering if anyone knows what the likely type of memory for the VRAM might be?

Just a separate pool of LPDDR2 for bandwidth/latency's sake?

Or something else? I'm not sure what the candidates could be.

The GDC talk did at least confirm separate VRAM, and that the SGX could read from main memory too, but that was about it.

It's kind of a shame Sony has gone spec-shy on us since Kutaragi left :|

By the way, since I don't think it was posted here already, some slides from Matt Swoboda's GDC lecture on PhyreEngine and NGP are available here:

http://game.watch.impress.co.jp/docs/series/3dcg/20110307_431711.html

Interesting from more of an application perspective.
 
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