Distributed Playstation
withinavoid writes "News.com has a story up about the next generation Playstation 3. Apparently the game developers are asking for a 1000 times performance increase and that's just not possible, so they are looking at distributed computing as a possibility. "
Unless I'm misunderstanding something about the article, this makes no sense at all. Rendering a video game isn't nearly the same kind of workload as rendering a movie. The former requires low-latency, whereas the latter can be farmed out and done in batches.
There's no way you're going to get a 1000x performance boost by distributing a video game over the Internet.
I would bet that the real idea is to build in support for distributed multi-player games, and somewhere between the engineers and the marketroids things got horribly twisted.
It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail. - Abraham Maslow
I got as far as "maybe the Playstation 6 or 7 will be based on biotechnology", or some such garbage.
Please. This story is nothing more than a trumped up press release targetted towards the Xbox and GameCube in an attempt to either 1) slow their sales or 2) engender positive mindshare for the Playstation.
Distributed computing? In other words, "imagine a Beowulf cluster of these..."
Potato chips are a by-yourself food.
There are several problems with this. Memory bandwith, power consumption, etc... but the main one is that most normal applications are written for a single thread.
Imagine how many MIPS 4K cores you can fit in 300mm^2 in 4-5 years. That's a lot of power. Sure, they might only run at 1-2Ghz, but there will be 64 of them on a die. If you can harness that power, it might give your game developers much of that huge performance boost they want.
Think beowulf-cluster-on-a-chip. As with multiple-workstation distributed computing clusters, the trick is not in setting the thing up, but in figuring out how to distribute your work.
-- Erich
Slashdot reader since 1997
Stop the brainwash