I hope the formatting works.
@ fazz
From the (in parts outdated) article:
"Since each snooped address request can potentially transfer up to 128B, the theoretical peak data bandwidth on the EIB at 3.2GHz is 128Bx1.6GHz = 204.8GB/s. "
Still the 300+ GB/s EIB bandwith I stated is correct. Compare bandwidth to a highway where wider highways would mean more bandwith. The data being transferred being cars. If this was a one way highway 204.8GB/s bandwidth would be 100% efficiency, however the Cell is a complex chip with multiple highways also connected to other chips like the RSX (which can use the XDR memory through the Cell). In the case of car traffic, you could pretty much be certain the highways have enough lanes to prevent traffic bottlenecks.
So at least this points to the Cell not being bottlenecked in terms of available internal bandwidth (looking solely at the Cell's elements by themselves), that's the point I was trying to make with regard to the section of my post you are replying to.
Here I see you making a "highway" analogy, but I don't see where you connect it to any facts in particular. What brings you to the 300+ conclusion?
It's 32 GB/s, take a look at the diagram in the original post.
Isn't it true that, according to the 360's diagram, the GPU can give instructions to the logic center and it can work out the calculations at the 256GB/s rate, giving the data back to the GPU at the 32GB/s rate? I am not an expert.
The bandwidth is shared with the CPU, like already pointed out in the original post. The PS3 has dedicated buses.
From the 360's diagram it looks like the RAM must go through the GPU to the CPU (at the 10.8 read/10.8 write rate). Is this correct? If so, it's pretty ironic that fazz would point out the "weakness" of the XDR's need to go through the Cell to the RSX at a 20 read/15 write rate.
For most stuff, the memory directly connected to the RSX will be used, but there is enough bandwidth to use the XDR memory as well. I've heard of developers using the XDR as additional texture memory as it not only increases texture memory it also increases texture bandwidth. The latency will increase but RSX this isn't a big problem for GPUs and RSX has bigger than usual caches anyway.
I've also heard of developers writing compressed textures directly from the SPEs to the RSX, this bypasses memory altogether so so effectively reduces latency while increasing bandwidth.
I don't need clarification here, although it would be interesting to hear more about this directly writing from the SPEs to the RSX.
Tag (courtesy of fkusumot): "Please feel free -- nay, I encourage you -- to offer rebuttal."
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My advice to fanboys: Brag about stuff that's true, not about stuff that's false. Predict stuff that's likely, not stuff that's unlikely. You will be happier, and we will be happier.
"Everyone is entitled to his own opinion, but not his own facts." - Sen. Pat Moynihan
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