V3 said:
I guess it will all come out in the wash. however I don't think sony is really saving any money on graphics tech, based on all the "cell taking a revoloutionary approach to rendering graphics" nonesense people around here have been muttering for months.
Qroach, if Sony ever going to bite a bullet, they would go with cheaper technology not an expensive one. In that way they may had more inferior pixel engine. That's Sony biting the bullets. Not MS style, like you thought.
We don't know anything about Toshiba solution (or NV), yet you thought of their solutions to be inferior because Sony went with NV instead. Sony will go with a cheaper solution. If it is better than its a plus isn't ?
It is wrong on many levels this topic of "Sony wanted the cheapest solution".
It is really misleading and I am glad Vince caught the the argument by the head and understood the need of clarifying this.
If you normalize the relative preformance to be equivalent, it would take a larger amount of capital to reach that static level with the internal Sony or Toshiba designs. Or, said in other words, the external design is cheaper.
I think we need to read these lines again as they clear the confusion we are having here.
Time and money could bring a design from Toshiba or an internal one to be in parity or be superior to the design nVIDIA is proposing.
The problem is that time is not something they have an unlimited resource of and it is getting even shorter than money now: the console has a certain release date they have always planned to hit and miss it by 6 months to go with an internal or semi-internal solution is not an option as that would give MS too many months being the first next-generation console on the market.
If Toshiba would have had a fully PS 3.xx/4.xx by December 2006 then it is kinda worthless if the console must ship before that date.
Also, if money was no problem (meaning that they have an unlimited supply of money) they could simply put more Toshiba GPU cores there tille the nVIDIA solution is clearly outperformed and by far, but Sony/SCE does not have an infinite budget.
I think performance is one of the key that pushed the contract to nVIDIA, but I think that a lot of pressure is coming on the software side of things (PlayStation 3 SDK, GPU related tools, etc...) which I think nVIDIA was more prepared to provide than Toshiba GPU-wise (nVIDIA also has a very nice and estabilished Development Relations group and a lot of experience with PC developers [which I think SCE wants to bring in as well and not just leave all of them to the Xbox 2-side] and standard APIs like OpenGL) as well as the money side.
It is strange that Toshiba seems to have been caught off-guard about this announcement, a decision made recently (this does not mean that nVIDIA had not been following PlayStation 3's development and hadn't asked questions, etc...) must mean that nVIDIA made some very BIG and persuasive argument to SCE's management that changed their mind to the point of changing the contractor for the GPU.
I do not think that the GPU was supposed to be CELL even when they decided to go with the Toshiba GPU as well as now that they are going with the nVIDIA design.
This is not a loss for CELL, nobody said that CELL systems were not going to use any other chip: Toshiba is going to use CELL with thei MeP architecture.
I think that architecturally wise there are not many solutions to the perfomance and data flow problems for parallel-architectures in the context of multi-media driven solutions so it is not hard to see IMHO how forward looking architectures such as ATI R5xx, nVIDIA NV5X and S/T/I CELL might share some if not many ideas. I saw an nVIDIA patent not too long ago, it almost looked like a CELL system in one of the diagrams (that is before you started noticing differencies here and there).
With this said, I still say that IMHO the PlayStation 3 GPU is not CELL based, it does not have the SPUs/APUs.
Let's look at the stance ATI and nVIDIA are taking for the short-to-medium term (which includes the solutions that, time-frame wise, could ship in PlayStation 3, Xbox 2/Xenon and Revolution/NES 5).
ATI believes that developing a single unfiied shading unit is the key, that is what the GPU market needs to agree on as the best path to take for optimal performance and flexibility in 3D graphics.
This path leads to a situation in which Shading ALUs and Texture units are decoupled and we have a pool of Shading Units computing data, writing and reading from memory and interacting with a pool of Texture Units that process the requests from the Shading Units pool (separate scheduling and separate resources for each pool).
This is the path that CELL 2.0 might take, maybe in PlayStation 4.
This is the vision you have Vince: unified Shading Hardware (the SPU/APU) connected with a sea of fixed-function/hardwired units providing AA, Texture Sampling/Filtering, etc...
This is not what nVIDIA believs in.
nVIDIA believes that the time has not come yet for having the same Shading ALU hardware do both Vertex Shading work as well as Pixel Shading work, they believe that each unit should be heavvily optimized in a certain area (Vertex Shading or Pixel Shading) as they believe that the two areas, even though the ISA is converging, have still quite different needs that claim different hardware configurations.
I do not see the APUs in the Broadband Engine having instructions optimized to do texture sampling/filtering work or having separate TMU silicon. If the PlayStation 3 GPU ends up being a Pixel Shading only design as the other challenger design was then it means that Sony/SCE has a different view on Vertex Shading that includes versatility, but not features like Vertex Texturing (or at least not an use of Vertex Texturing so heavvy that it would require dedicatd hardware).
Vertex Shading might have been removed (as part of the customization work nVIDIA is doing with SCE on the GPU) and it would then be performed on the CELL based CPU. This path might be interesting as nVIDIA could re-utilize the silicon-space freed for e-DRAM and more Shading ALUs.
From what we hear, it is possible to guess that FP-wise the CELL based CPU in PlayStation 3 is aiming at an over-all higher-peak rating than what the Xbox 2/Xenon CPU is.
It would seem to me a not bad idea to assign all the Vertex Shading work to the CELL based CPU: we do not have tons of idle units if the application does not put much pressure on Vertex Shading (which would happen if we had a fixed number of Shaidng ALUs dedicated to Vertex Shading only) and we have lots of performance on the Pixel Shading side as we have space for more and very optimized Pixel Shading Units.