The most crucial/interesting design issue with the PS3/360 imo is that they are limited to 128 bit busses.
Apparantly this is because they are pin limited, the die MUST be a certain size or larger to support the 256 bit pinout. The same reason that you never see 256 bit busses in truly budget PC cards either. These consoles are headed to $99 one day and thus cannot afford a die that cannot shrink very much over time.
But NEXT gen, PS4/Xbox3, the problem will only grow. The 128 bit limit will apply no matter the process size.
How do you get around it? My ideas:
1. EDRAM. I think this might become more attractive because as process shrinks occur, you can dedicate more and more transistors to EDRAM without it becoming unduly costly. In the future if you have say, a one billion transitor chip, dedicated 200 million of those to EDRAM will not be as big a deal. I think a sweet spot needs to be found, perhaps providing enough space for 1080P with a compromise of 2XAA without tiling. It seems to me that the 360 has shown us tiling should be avoided if possible.
2. Use 128 bit bus, and simply scale memory throughput with memory speeds only. GDDR4 is already at 1GHZ, whereas the 360/PS3 are only around 700 mhz. This will limt you somewhat, but perhaps it will be "enough" memory bandwidth?
3. Some new serial memory technology to gain fast speeds without a 256 bus. No idea what this might be, but something like Rambus?
To me by far the most elegant solution is actually going to be the EDRAM, at least on the surface. Any thoughts?
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Ecigarette forum
Apparantly this is because they are pin limited, the die MUST be a certain size or larger to support the 256 bit pinout. The same reason that you never see 256 bit busses in truly budget PC cards either. These consoles are headed to $99 one day and thus cannot afford a die that cannot shrink very much over time.
But NEXT gen, PS4/Xbox3, the problem will only grow. The 128 bit limit will apply no matter the process size.
How do you get around it? My ideas:
1. EDRAM. I think this might become more attractive because as process shrinks occur, you can dedicate more and more transistors to EDRAM without it becoming unduly costly. In the future if you have say, a one billion transitor chip, dedicated 200 million of those to EDRAM will not be as big a deal. I think a sweet spot needs to be found, perhaps providing enough space for 1080P with a compromise of 2XAA without tiling. It seems to me that the 360 has shown us tiling should be avoided if possible.
2. Use 128 bit bus, and simply scale memory throughput with memory speeds only. GDDR4 is already at 1GHZ, whereas the 360/PS3 are only around 700 mhz. This will limt you somewhat, but perhaps it will be "enough" memory bandwidth?
3. Some new serial memory technology to gain fast speeds without a 256 bus. No idea what this might be, but something like Rambus?
To me by far the most elegant solution is actually going to be the EDRAM, at least on the surface. Any thoughts?
________
Ecigarette forum
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