Deadmeat said:NT kernel and and subsystems can be ported in about a week, testing them and writing drivers is another thing...
PiNkY said:a bit ot, but since someone already asked about the nt port being 32 or 64 bit: Does anyone see (an) advantage/s (besides marketing and/or planning ahead for xbox 3 etc..) offsetting the associated bandwidth and memory costs in going with 64-bit addressing for xbox2. Coming even close to 4GB system ram seems highly unlikely and 32 bits (36 bits ?) virtual address length still seems plenty for a game console (to me at least).
yup, .. I remember quite well the person who was fired because of posting pictures of Apple G5 computers at one of Microsoft 's offices..:Panajev2001a said:...the first news of Microsoft's Xbox division working with Dual G5 workstation is dated quite a bit back in time and the "Alpha" Xenon Development Kit is only coming out now.
Wunderchu said:yup, .. I remember quite well the person who was fired because of posting pictures of Apple G5 computers at one of Microsoft 's offices..:Panajev2001a said:...the first news of Microsoft's Xbox division working with Dual G5 workstation is dated quite a bit back in time and the "Alpha" Xenon Development Kit is only coming out now.
http://www.michaelhanscom.com/eclecticism/2003/10/even_microsoft_.html
http://www.aaxnet.com/editor/edit034.html
http://www.macnn.com/news/21786
Panajev2001a said:PiNkY said:a bit ot, but since someone already asked about the nt port being 32 or 64 bit: Does anyone see (an) advantage/s (besides marketing and/or planning ahead for xbox 3 etc..) offsetting the associated bandwidth and memory costs in going with 64-bit addressing for xbox2. Coming even close to 4GB system ram seems highly unlikely and 32 bits (36 bits ?) virtual address length still seems plenty for a game console (to me at least).
I see no advantage, they should use 32 bits addressing: this way they waste more cache space and more bandwidth for addresses.
It is a good marketing tool.
Strictly speaking I don't consider them 64/128bits. No one ever came forward to set down guidelines what's the official way to count 'bitness', so marketing and PR got a bit of fun out of the whole issue.what was the point of using 128bit-like and 64bit processors already in older consoles?
They ALL fail point (1), and as Panajev noted, there's no good reason for them to pass it for foreseeable future.passerby said:Covering the 4 points is good enough to guarantee 64 "bitness". Most of the 64/128/whatever bits consoles/whatever fail points (1), (3) and (4).
Er, are you limiting this exclusively to graphic rendering? Because in a normal application as a whole, you usually try to make both CPU and GPU run 100% of the time (under max load), that's kinda the point of having multiple units after allIf 70% of the work is done by the GPU, we only get 30% load on the CPU.
Er, IIRC x87 is native 80bit, and Gekko's FPU is native 64bit, so that's been around for a long time. And again, if you're limiting it to graphics, there just isn't any real need for it (kinda like addressing).- Faster double-precision computations, which should be theoretically twice faster than a 32bit FPU/IU.
Skip the last part and just say "game".Perhaps a dev can enlighten us about how much 64bit operations get run on a CPU in a "GPU-centric" game?
I'm refering to the stack which we are introduced to in assembly programming. It's usually a consequence of (1), but not always. I recall some pple demoing a memory application(can't remember what it is) to my collegues that somehow manages to address more than 4GB memory on 32bit systems.Not sure about the naming for 4
Good point. But I was confused about the talk about Unreal engine being CPU-dependent and other engines less so. What does that mean actually? Or maybe such situations do not apply to consoles, where devs try to balance and optimize.Because in a normal application as a whole, you usually try to make both CPU and GPU run 100% of the time (under max load), that's kinda the point of having multiple units after all
Totally forgot about that. My mistake. You are correct that most FPUs today(and yesterday) pass this requirement.IIRC x87 is native 80bit
Ah ok. I was confused a bit because a lot of modern CPUs don't implement a stack as such. They leave that to software - typically compiler reserves a couple of GPRs for Stack Pointers etc.passerby said:I'm refering to the stack which we are introduced to in assembly programming.
It still applies - idea of running all different units at 100% is the ideal(and not really very common) case. Usually you will end up with more load on one side or the other, and when running several units in paralel, the speed of the whole system is at best that of the slowest one (or less, when your application is not running the units 100% in paralel).Good point. But I was confused about the talk about Unreal engine being CPU-dependent and other engines less so. What does that mean actually? Or maybe such situations do not apply to consoles, where devs try to balance and optimize.
Don't underestimate the fact that there is still a lot of integer code out there that does benefit from 64bit. R5900 in PS2 can perform quite well when it's not fighting the lack of L2 cache.So the summary of the discussion is that XB2 having a 64bit CPU doesn't appear to have too much advantage.