archie4oz said:So what is the actual latency?
Max row access is 45ns, a transfer of 2 bytes per/beat (1.25ns) or a qword (16 bytes) every 10ns, and it takes 4 bus cycles (8 CPU) to fill a cacheline (4 qwords)...
I suspect that's reasonably comparable to xbox, certainly not 10x better as bunnie seems to suggest.
archie4oz said:Interesting. Though dual processor anything changes the latency.
Not necessarily, if you're talking latency to the CPU. When processing data on several processors with a high locality of reference, good cache snooping can kill a lot of latency. Of course on point to point topologies, it doesn't really work.
You are right of course, but I was mainly pointing out that a dual proc machine changes the latency measurements -- thus it says nothing about how the dual channel RDRAM interface in the PS2 might perform against the dual channel DDR400 interface in the xbox.
archie4oz said:Also, controller optimizations that work for a GeForce don't necessarily translate well to a CPU. It works for a GeForce because that's the only device it has to work with, so you can tweak the memory controller for wide alignments for blitting large tracts of predicated data around. However the XGPU has to provide support for not only the GPU portion of itself, but also MCPX and the CPU, each with their own demands. This can make itself visible with regards to address granularity for one (think cache pollution).
Actually I think that of the three devices, the XGPU and MCPX are fairly easy targets for optimization of the memory controllers.
The XGPU you've already mentioned.
As for the MCPX, audio tends to be extremely predictable, low bandwidth, and very linear in terms of memory access, more so than graphics rendering, so I don't see any real difficulties.
That really leaves just the XCPU as the thing that might mess up everything -- but it has a pretty hefty (compared with the PS2 MIPS core) 32KB L1 and 128KB 8-way L2 cache which probably does a pretty good job hiding memory accesses against main memory under normal conditions.