Anand's recent article did bring something up worthy of discussion. I have expressed this before, but I believe this point is frequently lost. But Anand gave yet another good example, so I think it bears exploring some more:
http://www.anandtech.com/video/showdoc.aspx?i=2461&p=5
Other examples being the Xbox1 and PS2 (PS2 had 2x the Floating Point performance), GPUs (which frequently do not behave in games how theoretical FLOPs or shops would have us indicate) and so forth.
I really think far too much has been made of certain metrics. This gen it is FLOPs with the constant bickering over over 218GLFOPs and 115GFLOPs.
Before this generation is was Polygons-per-second, before that how many MIPs and bits, and so forth. Every generation has a buzz word that people slice, dice and present as the end all conclusion of how said platform should perform in the real world. Yet time and time again we find that these "uber stats" paint a very limited picture of real world scenarios.
Multithreading is going to be a pain this generation. The 360 (3 physical cores) and PS3 (8 physical cores) are demanding a LOT from developers to maximize their potential. Further, the PPC cores in these chips are not very robust or feature rich and the SPEs are even less so.
But there is a lot of power in there. Obviously both MS and Sony believe more FLOPs were needed (they just disagree with the balance of GP and FLOPs performance). But measuring these platforms by theoretical peaks in best case scenarios tells us very little about the real world. Like the P4 / Athlon example Anand gives, two very similar chips (x86) with different peaks running the same code can return widely different results than we would expect based on a single metric.
And sometimes we wont know the real story for years. Maybe this can put some of the arguements on this forum into perspective. Just because the XeCPU may have more general purpose performance on paper or the CELL may have more FP performance on paper does not tell us much about how they will do in real life.
About the most telling metric I can find is that the CELL is 50% larger than the XeCPU (250M transistors vs. 165M). That and the 3.2GHz. But those don't tell us much at all
http://www.anandtech.com/video/showdoc.aspx?i=2461&p=5
Anand said:Another way to look at this comparison of flops is to look at integer add latencies on the Pentium 4 vs. the Athlon 64. The Pentium 4 has two double pumped ALUs, each capable of performing two add operations per clock, that's a total of 4 add operations per clock; so we could say that a 3.8GHz Pentium 4 can perform 15.2 billion operations per second. The Athlon 64 has three ALUs each capable of executing an add every clock; so a 2.8GHz Athlon 64 can perform 8.4 billion operations per second. By this silly console marketing logic, the Pentium 4 would be almost twice as fast as the Athlon 64, and a multi-core Pentium 4 would be faster than a multi-core Athlon 64. Any AnandTech reader should know that's hardly the case. No code is composed entirely of add instructions, and even if it were, eventually the Pentium 4 and Athlon 64 will have to go out to main memory for data, and when they do, the Athlon 64 has a much lower latency access to memory than the P4. In the end, despite what these horribly concocted numbers may lead you to believe, they say absolutely nothing about performance. The exact same situation exists with the CPUs of the next-generation consoles; don't fall for it.
Other examples being the Xbox1 and PS2 (PS2 had 2x the Floating Point performance), GPUs (which frequently do not behave in games how theoretical FLOPs or shops would have us indicate) and so forth.
I really think far too much has been made of certain metrics. This gen it is FLOPs with the constant bickering over over 218GLFOPs and 115GFLOPs.
Before this generation is was Polygons-per-second, before that how many MIPs and bits, and so forth. Every generation has a buzz word that people slice, dice and present as the end all conclusion of how said platform should perform in the real world. Yet time and time again we find that these "uber stats" paint a very limited picture of real world scenarios.
Multithreading is going to be a pain this generation. The 360 (3 physical cores) and PS3 (8 physical cores) are demanding a LOT from developers to maximize their potential. Further, the PPC cores in these chips are not very robust or feature rich and the SPEs are even less so.
But there is a lot of power in there. Obviously both MS and Sony believe more FLOPs were needed (they just disagree with the balance of GP and FLOPs performance). But measuring these platforms by theoretical peaks in best case scenarios tells us very little about the real world. Like the P4 / Athlon example Anand gives, two very similar chips (x86) with different peaks running the same code can return widely different results than we would expect based on a single metric.
And sometimes we wont know the real story for years. Maybe this can put some of the arguements on this forum into perspective. Just because the XeCPU may have more general purpose performance on paper or the CELL may have more FP performance on paper does not tell us much about how they will do in real life.
About the most telling metric I can find is that the CELL is 50% larger than the XeCPU (250M transistors vs. 165M). That and the 3.2GHz. But those don't tell us much at all