No iit's 3 CPU's on a single die with 6 virtual cores (dual threaded)... not 6 CPU's in total.
Am I the only one that thinks it wierd that gamesindustry.biz doesn't even say who their so called expert is?
3dcgi said:Am I the only one that thinks it wierd that gamesindustry.biz doesn't even say who their so called expert is?
I don't think there's such a thing as a 6 (reals) cores Cpu on the XboxNext a.k.a Xenon, 3 PPC 970 with thoses high clocking is already a lot of processing power.
Each Shader Unit can co-issue a Scalar and a Vector operation ( remember, this Shader unit should be able to do both Vertex Shading and Pixel Shading ).
I am thinking about MADD as the operation for the Vector and Scalar ALUs which means respectively 8 FP ops/cycle and 2 FP ops/cycle.
Meh, as far as rebuttals go that one was rather weak at any rate.Am I the only one that thinks it wierd that gamesindustry.biz doesn't even say who their so called expert is?
Fafalada said:The diagram states size, latency And bandwith for the memory, and the guy still complains about memory "type" not being specified? I mean geez...
Saem said:Three G5 class CPUs running at 3.5 GHz, with 1 MB of shared L2, ultra fast FSB and very fast main RAM will smoke Desktop PCs that are out at the same time Xbox 2 launches ( mid 2005 ).
Tough, to say, CPU race on the desktop could speed up, but I think you're basically on the money here. I just feel like take some potency out of this statement. Price performance, this will likely make many things its bitch.
With three possibly dual-threaded CPU cores sharing the same 1MB L2, won't there be an awful amount of cache thrashing going on?
Possibly.
That tends to happen a lot on the northwood P4 after all, and it just offers 2 threads on 512k cache... Maybe cache lines can be locked in L2 or there's ways to partition the cache so different threads don't bump each other out of the cache. Guess we'll learn eventually.
The cache lines on the P4 are quite large, so eviction rates are ugly, which is one significant reason the L2 cache increase going from willy to nw was so dramatic.
Panajev2001a said:The Shader units are 24 and not 48...
48 Shader ops = 24 units * ( 1 scalar op + 1 vector op )
24 * ( 8 ops + 2 ops ) * 0.5 GHz = 120 GFLOPS.
High latency hampers CPU's and hyperthreading is going to try to hide the latency.
Connecting very low latency memory to any multi-core CPU should improve performance.
Having a segmented memory layout could be the path MS goes. Have a pool of 128 meg of Reduced Latency Dram (RLDRAM) for the the tri-core IBM CPU. Then for the VPU have a pool of GDDR-3 (or GDDR-4 for a 2006 launch) to provide a flood of bandwidth for the VPU. Get rid of any eDRAM and concentrate the transistor budget on number crunching and reley on external ram for the bandwidth.
DaveBaumann said:Panajev2001a said:The Shader units are 24 and not 48...
48 Shader ops = 24 units * ( 1 scalar op + 1 vector op )
24 * ( 8 ops + 2 ops ) * 0.5 GHz = 120 GFLOPS.
No, the terminology is not right / misleading. Although it says "48 ALU ops" a single ALU op could encompass more than a single FP operation. AFAIK its 48 ALU's, but I don't know the exact op breakdowns.
cthellis42 said:Unless "R600" represents a weird shifting of project names, or is a project running concurrently for rather than--as we expect--after R500, I don't see how Xbox2's chip would wear that moniker best. Is X2 indeed slipping well into 2006? Is R600 perhaps a project attempting to see how an eDRAM-laden card would do in the PC marketplace or in other sectors, and that's a more-determining factor? Or an alternative-designed product that's not really "the generation ahead?"
Considering that it seems like R500 will be released around the same time as the Xbox2 (at least by many assumptions right now), and quite possibly a lot after, considering X2's GPU would have to be solidified and produced in might higher volumes to assure a good console launch. But that chip will be the next designation up?
It seems much like "R600" is meaningless at the moment, as everyone expects what it would/should be representing is "the next-generation higher architecture to R500" aimed at the PC. (Which can, of course, have variations elsewhere.) If it's NOT... well, then we need to know what it is first.
Hopefully May 5th will indeed bring some clarity, because at the moment there's not much of it as far as this is concerned.
DaveBaumann said:Take it from another angle. R300 features 16 ALU's in its pixel pipelines (24 if you wanted to count the texture address processor) and NV40 already features 32 and these get bogged down with even todays shader instruction counts, which are probably not approaching an average on 10 instruction per pixel even on "heavy" shader titles. Given the likely targets of XB2 and it time to market do you feel that 24 ALU's would be sufficient (true, they may be a little more featured than current ones, but probably not extremely so)? By the time XB2 is available I would guess that PC parts will be in the 48-64 ALU's range, if not more, and they probably won't be playing as demanding targets as the XB2 is likely to have.