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Kutaragi Admits Sony Hardware In Decline

An anonymous reader writes "In a surprising admission, Sony Computer Entertainment President Ken Kutaragi acknowledged that Sony's strength in game hardware might be in decline. BetaNews has the article, which reports on Sony's PS3 struggle for the holiday season." From the article: "In an extraordinary public statement of regret and despair over having to postpone his company's PlayStation 3 debut in Europe and Australia until March, and to limit availability elsewhere to only 500,000 units come November, Sony Computer Entertainment President Ken Kutaragi is quoted by Reuters as having told reporters, 'If you asked me if Sony's strength in hardware was in decline, right now I guess I would have to say that might be true.'"

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  1. Re:Just the Opposite really by Anonymous Coward · · Score: 5, Informative

    Cell is a pretty sweet piece of chip for video games

    Actually, I'd personally argue that the Cell is pretty crappy for videogames; its a very powerful processor that can do a massive number of floating point operations but doesn't really address the fundamental performance problems that exist in Videogames.

    In videogames (like most applications) 5% of the code takes up about 90% of the processing power; take scene graph management as an example, most of the effort to manage your scene graph (to determine which objects to be rendered) is doing matrix-matrix multiplications, vector-matrix multiplications, and vector cross/dot products to determine whether the bounding sphere is within an arbitrary box, segmenting the box, and then testing whether the bounding sphere is within the 8 new arbitrary boxes. On the Cell processor each matrix multiplication will result in 64 floating point multiplications and 48 floating point additions (with an aditional 128 integer multiplications and 64 integer additions if the programmer is dumb), each vector matrix multiplication results in 16 floating point multiplications and 12 floating point additions (with an additional 32 integer multiplications and 16 integer additions if the programmer is dumb) and so on; if you were truly designing a "games processor" you would include far more vector instructions (with the possiblility of a hardware based matrix multiplication) to greatly reduce the ammount cycles needed to handle these types of operations.

    The reason Sony didn't do this is that this would reduce the clock speed that they could run the processor at (in theory, a matrix multiplication could do 64 floating point multiplications at the same time, which would use a lot of energy, which would produce a lot of heat, which would mean that you couldn't run it at nearly the same speed) and thus reduce the speed at which you could run generic code; the fact is that Sony and Toshiba have already said that the Cell was designed to be included in their entire electronics line, the only reason it is the CPU in the PS3 is that they had to spend the money to develop a CPU for the PS3 anyways and they could use that money to develop a generic multimedia processor instead.

    Trust me, Sony could have developed a much more powerful CPU (for gaming) at a fraction of the cost if they wanted to; PS3 early adopters are paying extra money so that Sony can use the Cell in future TVs to upscale a 480p image to 1080p.