Xenon System Block Diagram

hmm 8 pixel pipelines with 6 shader units each? I presume that they no longer really differentiate between ps and vs when they mention the gpu's ps-vs load balancing ability. looks nice :p
 
10 MB eDRAM

that would just be enough IMHO.

and perhaps this is for an eariler revision of Xbox 2. the final Xbox 2 might contain more, I would think. but perhaps not.

notice the VPUs as part of each CPU. I wonder what that is. perhaps AltiVec as someone mentioned in the GAF thread.

I also hope the graphics processor will be more than 16 pipelines @ 500 Mhz

either 16 pipes at 650~700 Mhz, or 32 pipelines at 500 Mhz.

I would think that R500 and R600 will have more than 16 pipes, R420 is already there.
 
I am really a bit surprised that they are planning to go with a discrete northbridge.
Probably because of their UMA approach and tight timeframe though
 
Wai wai, since Deameat was banned, let me do his post for him.

Deadmeat said:
48 shader units @ 500Mhz = 96GFlops
3 cpus * 3.5Ghz * 8Flops/cycle (1 VPU) = 84GFlops
180GFlops total.

It looks like my initial estimations were wrong, and PSX3 will actually be weaker then XBox2 with only 128GFlops for EE3 and 64GFlops for GS3. And with XBox2 coming out sooner, Sony fans should start worrying right now.

8)
 
Something I find a bit odd is the speed of the northbridge to southbridge bus. It's only a 200MB/s improvement over the Xbox's Hypertransport bus. I'm not a hardware designer though, so I guess that's all that's needed.
 
Fafalada said:
Wai wai, since Deameat was banned, let me do his post for him.

Deadmeat said:
48 shader units @ 500Mhz = 96GFlops
3 cpus * 3.5Ghz * 8Flops/cycle (1 VPU) = 84GFlops
180GFlops total.

It looks like my initial estimations were wrong, and PSX3 will actually be weaker then XBox2 with only 128GFlops for EE3 and 64GFlops for GS3. And with XBox2 coming out sooner, Sony fans should start worrying right now.

8)

Of course that number assumes that the shaders can't do a dot product or a MAD in a single op.
 
ERP said:
Of course that number assumes that the shaders can't do a dot product or a MAD in a single op.
Aww... now you spoiled it... you were first supposed to point out that 192>180, then I could go into a long explanation how "PS3 flops are actually much lower effective" and add a further rebuttal how I underestimated the XBX2 numbers to begin with. ;)

Actually if I was true to Deadmeat's spirit, I'd be starting a new thread right now like so...
Deadmeat said:
XBox2 276GFlops > PSX3 192GFlops, Kutaragi Ken = doomed?
 
ERP said:
Fafalada said:
Wai wai, since Deameat was banned, let me do his post for him.

Deadmeat said:
48 shader units @ 500Mhz = 96GFlops
3 cpus * 3.5Ghz * 8Flops/cycle (1 VPU) = 84GFlops
180GFlops total.

It looks like my initial estimations were wrong, and PSX3 will actually be weaker then XBox2 with only 128GFlops for EE3 and 64GFlops for GS3. And with XBox2 coming out sooner, Sony fans should start worrying right now.

8)

Of course that number assumes that the shaders can't do a dot product or a MAD in a single op.

PS3 will not have 1 teraflop ?
 
Releasing this in mid 2005 might play out well for ms. This part seems quite able to deliver 20-50 instruction shaders on every pixel with nice aa/as at those low resolutions. You'd probably need a lot more arithmetic "horsepower" to deliver an additional 'equally large' generational advance in percieved graphics quality on standard tvs after that.
 
DaveBaumann said:
Given ATI's previous parts they are also likely to be co-issue capable as well.

What do you mean in this case ? A scalar ALU inside each Shader ?

Possible.

So, factoring in single-cycle Vector and Scalar MADDs, we get:

48 Shader ALU ops = 24 Shader ALUs * ( 1 Vec4 op + 1 Scalar op ).

24 * ( 8 ops + 2 ops ) * 0.5 GHz = 120 GFLOPS.

3 cpus * 3.5 GHz * 8Flops/cycle (1 VPU) = 84 GFLOPS.

A total of 204 GFLOPS.

Now, the comments about "a reasonable fraction of 1 TFLOOPS in Xbox 2 in 2005, so why getting closer to 1 TFLOPS for a 2006 machine like PlayStation 3would be impossible to think about ?" like some people here, that know something that not everyone knows, make sense :).
 
Isn't it a bad idea to use quad pipelines on a nextgen console GPU? I'd expect most triangles to be very small, especially at 640*480 resolutions, I'd expect highly tesselated and displaced geometry for at least the characters... Or?
 
PiNkY said:
I am really a bit surprised that they are planning to go with a discrete northbridge.
Probably because of their UMA approach and tight timeframe though

Hm, I don't see it as THAT surprising really. It's probably going to simplify the design of the hardware; IBM can copy & paste code for the G5 bus interface and ATi can copy & paste code for PCIe interface into their respective custom CPUs and GPUs. Then whomever is making the northbridge (likely IBM) makes the receiving end of the CPU interface and a generic PCIe controller for the GPU and south bridge chips (looks like a PCIe 2x link, but I'm not sure). Both the G5 CPU and PCIe interfaces are (very) high bandwidth and full duplex, and will likely not be any kind of bottleneck...
 
The cpu sporting chip is a custom design anyways. Granted i don't know a lot about power5 bus architecture, but as they seemingly use a shared l2 cache, this is certainly thighter coupling then "copy & pasting" three "G5s" on a core and connect them to a shared bus.
 
Laa-Yosh said:
Isn't it a bad idea to use quad pipelines on a nextgen console GPU? I'd expect most triangles to be very small, especially at 640*480 resolutions, I'd expect highly tesselated and displaced geometry for at least the characters... Or?

MSAA ?

720p ?

;).
 
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