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."
Somehow I think readers of a site named "Gamasutra" have probably never had a first time. I bet they have never programmed anything either.
Console gamers get consoles because they can't deal with installing video card drivers. Did the author really thing they were programmers, much less compiler programmers?
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+5, Truth
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...
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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.
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.
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I guess you forgot to read the comments in your own link!!
25GB/sec, not 16MB/sec.
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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.
"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 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.