Jawed
Legend
Fafalada said:I'd like to know the logic behind manufacturing chip 20% larger then necessary and then keeping those extra transistors disabled.Manufacturing with a power of 2 # of SPEs doesn't mean we'll get a power of 2 number of SPEs.
The PS3 isn't some low-budget/low-volume offshot of main Cell production like 386SX was for 386...
Moreover we're talking about a console, not some PC workstation.
And unless I'm terribly mistaken - disabling 2 random SPUs on a ring bus would have random effects on internal bus latencies.
That's akin to having CPU document stating stuff like "MADD latency is 4-8cycles, randomly changing from one CPU to the next". :?
But latency on a ring is indeterminate anyway - it depends on how many hops it is to the correspondent node. All a ring does is guarantee a maximum latency. The Element Interconnect Bus (EIB) contains four rings, with two pairs of contra-rotating tokens. Maximum latency is therefore half-way around the EIB.
Also you miss the point of Cell, which is that any combination of SPEs can talk to each other in pairs, pipelines or groups, etc. Cell is all about creating dynamic combinations of computing blocks, where the memory each SPE has is partitioned into shared and private areas in order to support the sharing of workload between groups of SPEs. Different code will result in different combinations, and multiple programs will co-exist.
Jawed