A Glimpse Inside the Cell Processor
XenoPhage writes "Gamasutra has up an article by Jim Turley about the design of the Cell processor, the main processor of the upcoming Playstation 3. It gives a decent overview of the structure of the cell processor itself, including the CBE, PPE, and SPE units." From the article: "Remember your first time? Programming a processor, that is. It must have seemed both exciting and challenging. You ain't seen nothing yet. Even garden-variety microprocessors present plenty of challenges to an experienced programmer or development team. Now imagine programming nine different processors all at once, from a single source-code stream, and making them all cooperate. When it works, it works amazingly well. But making it work is the trick."
I was 17 and she was 26 and ... oh shit, wrong first time.
Gamasutra is not targetting gamers. It's a site for gaming industry members.
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may u!sh 2 sm!le at dz!z bad nn.!m!tat!ion
There aren't many businesses where manufacturing technology exceeds design technology. Throughout human history we've been able to dream up things we can't yet build, like spaceships, skyscrapers, jet packs, underwater breathing apparatus, or portable computers. But in the semiconductor business the situation is reversed: chip makers can build bigger and more complicated chips than they can design. Manufacturing prowess exceeds design capability. We can fabricate more transistors than we know what to do with.
Not only can I dream up things to do with four million transistors, but there's always plenty of EASY and productive uses for more transistors. More cache, to begin with... when you can still buy chips today with only half a meg of L1 cache you know theres plenty of headroom there. Multiple cores? The aborted EV8 Alpha would have gone up to 4 regular cores per chip, and it was killed by boardroom shenanigans between Intel and HP and Compaq... not technical or business reasons.
And that's just stuff that you could build right now, without designing anything new, if you had the transistor budget. Moving on to more speculative designs... nobody's brought GPUs into the "Tron" era yet... where's the massively parallel raytracing GPUs with tens of thousands of relatively simple cores each rendering a postage-stamp size piece of the scene in photorealistic quality in realtime? There's all kinds of embarassingly parallelizable problems this kind of thing could be applied to, rendering is only the most obvious one...
oops, sorry. It was taken out of context, and false. That "local memory" was the memory of graphic card, which is rarely read from (but often written), and that "main memory" (with nice speed 16GB/sec) was actually the system RAM.
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#\ @ ? Colonize Mars
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If I remember correctly, a big deal was made about this a while back and it was put to rest. But thank you, I was worried a Sony story may go by without any sensationalism.
Similes are like metaphors
"Console gamers get consoles because they can't deal with installing video card drivers."
Nope, console gamers buy consoles because they offer games that dont appear on the PC and/or dont have the money to buy a pc gaming rig. $1200+ (im talking building from the ground up with reliable and decent parts) to just start getting a decent computer together usualy isnt as justifiable as spending ($100:GC, $130:DS, $150:PS2/Xbox, $200:PSP, $400:360) for a console of some sort.
I love to slaughter the english language.
As TFA mentioned, this has the potential of becoming another Sega Saturn boondoggle. Will the developers learn how to fully utilize this incredibly complex architecture? Relying on the "octopiler" to efficiently map to the Cell architecture seems a bit optimistic and naive.
You are misinformed.
This is the speed at which the Cell can read RSX's local memory. Memory bandwidth for the Cell itself is ~25 GB/sec. If the Cell ever wants to access the private RAM of the RSX (why ?) it *is* possible, but it's a lot more efficient to use the normal pathway through main memory...
Simon.
Physicists get Hadrons!
"Gamasutra is not targetting gamers. It's a site for gaming industry members."
Duh! That's why it's in the DEVELOPER section and not in the GAME section.
And when you read some comments on this story, you understand that it's reading from video memory, which is of very little use. Why would you want to read from video mem ?
I don't remember what read speed AGP had, but it was certainly asymetric wrt writing.
This article might not be an exact dupe, but this same information has been posted countless times already. 90% of it is even readable at cell's wikipedia article. I don't think anything more about cell is news worthy until someone actually does something this the processor...
...on the average, one of the slave processors is non-functional./
Read more about the yield problems of the Cell chip here:
http://theinquirer.net/default.aspx?article=32978
Fabrication yield is estimated at only 10% to 20%, which is very low for the industry.
Dedicated Linux servers (root access) $45 p.M.
Gamasutra is a site produced by the people who make Game Developer's Magazine and who also host the GDC.
Gamasutra == Best game development website.
Given the choice to buy a game for a console or a PC, given I had both, I would go with the console every time. Case in point, Xbox is essentially a 733mhz PC. Get Halo 2 to run on your 733mhz Desktop w/ 256 ram. Dedicated gaming hardware will outperform a PC any day of the week.
Similes are like metaphors
It's called "picking". You render your objects using only color (no texture data); one color per object. Then you can read the color that lies directly under the mouse cursor. A simple lookup will tell you which object is under the cursor. It's only efficient in terms of implementation time. I'm sure most game development houses have very nice ray casting functions built into the engines they use, so you are right about it being of very little use. Just thought I'd answer your question.
dont have the money to buy a pc gaming rig. $1200+ (im talking building from the ground up with reliable and decent parts)
The cost of a gaming rig isn't just in the building - it's also in the maintaining of a PC gaming rig. To continue to play the newest FPS you constantly need to upgrade processors and especially GPUs. Over a longer period you will probably have to replace your whole mobo to be able to use the new processor socket or chipset and get the new AGP4x, AGP8x, PCIe slot advancement. Over that same 3-5 year period your console doesn't cost you a thing.
=tkk
Bill Gates - Creationist?!?
The only reason you'd need to upgrade your video card that often would be to play the latest games in full detail at the highest framerates.
If you're willing to compromise a video card will hold out fairly well for quite a bit longer, and you'll probably still see better graphics than you'd get on any console.
Nevertheless, a PC is significantly more expensive than a console, although the PS3 is doing a good job of changing that. The point is that a PC does far more than any console will ever do. And if all you're going to do with a PC is play games then you probably really are better off just buying a console. Needless to say, most people don't just use PCs for games.
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I guess you forgot to read the comments in your own link!!
25GB/sec, not 16MB/sec.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
But then you have to play Halo 2 with a shitty control setup (gamepad).
I'll pay a premium to play games comfortably, thank you.
My blog. Good stuff (when I remember to update it). Read it.
AGP is 6MB/s read, IIRC. I'm probably wrong, but the number was definitely less than a PCI bus.
That "news" was thoroughly debunked as anti-Sony propaganda. There is almost no reason to read from the GPU's local memory from the Cell's SPEs or PPE. If you do have a legitimate reason, to do so that requires high memory bandwidth, your design is wrong. The GPU can read/write to its memory at blazing fast speeds, and talk directly to the SPEs and PPE at very high bandwidth as well. Any use of an SPE or the PPE to read directly from the GPU's local memory is a case of insane coupling between components and as we all should know is indicative of a bad design.
PC hardware isn't that expensive if you don't buy new stuff. Old stuff holds its own rather well. I just got rid of my old (circa 2001) P4 system, and replaced it with a D805, new MB, 1 GB of DDR400, and a AGP 8x Radeon x800 GTO. Total cost was around $430 with shipping, and it will play anything I've tried on it (up to Prey, F.E.A.R. doesn't look interesting) at 1280x1024 with all possible effects on at a smooth frame rate. Granted, this wasn't intended as a long-term overhaul, but I'm so impressed with the performance that I think I'm gonna hold onto it for at least another 2 years.
Considering that Gamasutra is the website for Game Developer Magazine... Yes, I think the author really did expect that an appreciable percentage of his readers would be programmers.
Yeah, because lots of CPU cycles on Playstations are spent on mouse hit-testing.
Wait, what?
You spread a bunch of FUD about the PS3 and get +1 informative.
Then you correct your FUD, and also get +1 informative.
Gotta love Slashdot...
"Clarification Tom Reeves, IBM's VP of semiconductor and technology services, said he was not making any specific references to past or current Cell yields in an executive insight interview that ran last week. He was, instead, referring to large die yield challenges in general and the successful leverage provided by logic redundancy strategies. IBM does not release product specific yield information. This clarification was made on July 14, 2006."
It wasn't the frame buffer, but, as others have pointed out, the memory local to the RSX. Definitely a non-concern.
Program Intellivision!
Out of context. The slide was in a presentation about the RSX. "Local memory" here is the memory local to the RSX, not the memory local to the SPE. The slide shows that its slow to read GPU memory from the CPU --- you should have the GPU upload to main memory instead.
A deep unwavering belief is a sure sign you're missing something...
It was essentially an uber 2d platform with a 3dchip added in the last minute. The cell, rsx, and memory type were conceived a long time ago to work together. Neither the cell nor the graphics chip is a last minute addon to compete with a brand new foe (as psx was with it's new 3d capability).
Also sony is hard at work at dev kits which will make programming with the cell much easier. How well they succeed in making these dev kits will be the primary factor in how programming for the beast goes.
Hmmm... Pie...
No, only the gyro is a last minute addon to compete with a brand new foe ;)
I'll bet programming the Cell would be so much fun if you were working in a scientific or graphics research lab at a university. It has "wouldn't it be cool if..." written all over it, but I feel sympathy for the developers who will have to make code run on this thing and make deadlines.