selnor said:
So on one hand you have Cell helping RSX with Grpahics calculations. And on the other you have Xenos helping Xenon with CPU calcultaions. At your example. That is 100% false. Taken directly from IBM's full test of Cell running 8 SPU's Table 4. Performance of parallelized Linpack on eight SPUs
Notice the model accuracy is 97.2% and the efficiency is 75.9% of the theorectical Peak GFLOPS performance. Doing the math brings down the GFLOPS in a contolled environment test to 150 odd GFLOPS. Take away 1 SPE which is not used for games and another which is dorment for OS and we are closer to 120 GFLOPS. Again 120 GFLOPS is in a controlled environment and not in an unstable game code environment. This is directly from the link you posted in this thread. These figures will never change, unless Sony changes the CPU in the PS3. And that doesn't happen to consoles. Dont get me wrong both consoles are powerful but not nearly as powerful as PR BS portrays. It's like TRE. You cannot forget when Cell is doing Graphics it CAN'T be doing normal CPU work. So devs have to be careful how much CPU work time they take away from Cell. Likewise the same is said for 360. There is just a different set of boundaries for that machine. |
an no my example is not false..reason being IBM created the chips they have done real world test's. does it mean the performance of engines on the xbox360 cannot attain higher performance. no it does not but on the same token that same thing can be said about the PS3..its the software engine, the technology it is just a rough guide what could be able to attain. will they reach their maximum's ..prob not . but it does not take away from the fact that IBM stated what they did due to the test's they have done on both systems processor's.
once again the API's was not as well developed in 2005, because the Cell was just unvailed in 2004 that's like saying the engine will stay the same for any processor..yea unless you tweak the engine which we all know EPIC, or other developer's do not tweak their engine's
..come on man your reachin.
example:
you just stated this:
@selnor
"You cannot forget when Cell is doing Graphics it CAN'T be doing normal CPU work. So devs have to be careful how much CPU work time they take away from Cell."
yes it can..and that's where you are going about it all wrong.
"staude" pointed this very same thing out to you in this very same thread. what you relate to PC programming is not the way you look at these type's of local store embedded cpu core's and how they can be developed on. "you can" but your result's will be reduced . this is more about memory management than about trying to rely on just a large pool of ram to do everything from. it's a much more indepth precise way of development with this type of design. because there is more seperate core's to manage not just on memory, but also what each core will need to do in any clock cycle.
but that also has problems of it's own:
ever heard of
"differential signaling"
example :
The realism of today’s games, though, demands far more number crunching than the CPU alone can deliver. That’s where the graphics processing unit, or GPU, comes in. Every time an object has to be rendered on screen, the CPU sends information about that object to the GPU, which then performs more specialized types of calculations to create the volume, motion, and lighting of the object.
But despite churning through billions of floating-point math operations per second, or flops, today’s gaming systems and PCs still can’t deliver the realism that game developers seek. CPUs, memories, and GPUs just aren’t powerful enough—or can’t exchange data fast enough—to handle the complexity and richness of the games designers want to create. In other words, hardware constraints force them to reduce the number of objects in scenes, their motion and texture, and the quality of special effects.
The need for speed becomes even more critical in the PS3, whose Cell processor is actually nine processors on a single silicon die. In the Cell, one processor, or core, divides up work for the other eight cores, which were designed to stream through computation-intensive workloads like video processing, content decryption, and physics calculations. [For more on the Cell chip, see “Multimedia Monster,” IEEE Spectrum, January 2006.] Using all its cores, the 3.2-gigahertz Cell processor can deliver a whopping 192 billion single-precision flops. Without a speedy connection to the PS3’s memory, the Cell starves for data.
To speed up data transfers between the Cell processor and its memory chips, the PS3’s designers adopted a novel memory system architecture that, Rambus says, addresses some of the limitations of current DRAMs [see “How the PlayStation 3 Shuttles Bits” To understand how these limitations came about, consider first the co-evolution of microprocessors and memory.
Moore’s Law tells us that transistor densities on chips are doubling every 18 months or so. This evolution has been accompanied by a doubling, on a similar time scale, in the clock rates of processor chips, basically because smaller transistors can toggle on and off faster. But memory clock rates, which serve as an indicator of memory data-transfer rates, are doubling much more slowly—about every 10 years. The result is that memory can’t fetch data to the processor fast enough, a bandwidth bottleneck that has increasingly constricted over the past few decades.
The bandwidth gap is just part of the problem. The other part is related to latency, the time it takes the memory to produce a chunk of data requested by the processor. This delay can vary from tens to hundreds of nanoseconds. That may not seem like much, but in a mere 50 nanoseconds a 3.8-GHz processor can go through 190 clock cycles. “You don’t want the processor waiting for that long,” says Brian T. Davis, a professor of electrical and computer engineering at the Michigan Technological University, in Houghton. The latency problem prompted chip makers years ago to embed some DRAM caches directly onto CPU chips, as well as to concoct some processing tricks to keep the wait for data as short as possible. Despite these improvements, modern CPUs can spend more than half their time—and often much more, Davis notes—just waiting for data to come from memory.
the PS3, the Cell and the RSX are connected by a Rambus interface technology, which, sure enough, Rambus has given a catchy name—FlexIO. The total bus width between the two chips is 7 bytes: 4 bytes to move data from the Cell to the RSX, 3 to move data in the opposite direction. This setting gives a bandwidth of 20 GB/s outbound from the Cell and 15 GB/s inbound—almost 10 times as fast as PCI Express, an interface standard popular in today’s PCs. Thanks to FlexIO, the Cell processor can fling an incredibly large number of triangles to the RSX, and the result is more details and more objects in 3-D games.
Future Gaming consoles will continue to demand ever-faster buses, but how much bandwidth is enough will vary from system to system. For instance, one of PlayStation 3’s main competitors, Microsoft’s Xbox 360, released last year, relies on a CPU-GPU bus with a bandwidth of 21.6 GB/s, half in each direction. It’s a proprietary interface developed by IBM that runs at 5.4 GHz and relies on differential signaling to maintain signal integrity. It may not be as fast as PS3’s, but Xbox 360 owners don’t seem disappointed.
In fact, just because PS3 has more powerful data pipes, that doesn’t mean its games will easily get the full benefit from them. As in any other computer system, software, not just hardware, matters. Game developers will have to design their code carefully to make sure that the Cell is getting the types of workloads for which it works best, and that data are streaming smoothly between processor, memory, and GPU.
so as you can see , it not just about the Cell, or the xenon or their respective GPU's its about the system as a whole and your article failed to even go into that part of his take on each system. Now like i said it's not about his take it's about its Relevance today.
http://www.spectrum.ieee.org/images/...ges/gamef1.pdf

I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.







