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Sony Says Nobody Will Ever Use All the Power of a PS3

Tighthead Prop writes "Sony executive Phil Harrison has made some brash comments about the Cell processor and the PlayStation 3. Harrison says that the current PS3 game lineup is using less than half of the machines power, adding that 'nobody will ever use 100 percent of its capacity.' Is he right? 'The major reason Harrison wants to hype up the "unlimited" potential of the PS3's architecture is to downplay comparisons between games running on Sony's console and Microsoft's Xbox 360. The two systems are not completely dissimilar: they both contain a PowerPC core running at 3.2 GHz, both have similarly-clocked GPUs, and both come with 512 MB of RAM.'"

105 of 581 comments (clear)

  1. This sounds familiar... by Electrode · · Score: 5, Insightful

    Something about 640k of RAM...

    1. Re:This sounds familiar... by Otis2222222 · · Score: 5, Informative

      Good point, except this time the guy is actually on record as saying it. Bill Gates never said that infamous quote that is often attributed to him.

    2. Re:This sounds familiar... by eln · · Score: 5, Funny

      You're misinterpreting his comment. What he means is game developers will abandon the platform well before they can put anything out that will utilize the system's full potential.

    3. Re:This sounds familiar... by bigman2003 · · Score: 5, Insightful

      This is a really safe bet though-

      Will anyone use 100% of the CPU(s)?
      AND 100% of the GPU?
      AND 100% of the RAM?

      If not, Sony can always say they aren't using 100% of the system- so they game didn't live up to its potential.

      Show me a game on any system that uses 100% of the resources, and I'll show you a game that hangs like mad and runs like crap.

      Once again Sony comes out with an idiotic statement that they think will impress the public.

      (Admittedly, the article was /.ed so I couldn't read it...so maybe he said something else...if so, sorry!)

      --
      No reason to lie.
    4. Re:This sounds familiar... by quigonn · · Score: 2, Funny

      Why calculate the last digit of pi? Simply ask Chuck Norris, he knows it. But you risk getting killed with a roundhouse kick.

      --
      A monkey is doing the real work for me.
    5. Re:This sounds familiar... by BecomingLumberg · · Score: 2, Funny

      Everyone who dies is killed by roundhouse kick. Most times Chuck Norris gets help from the FSM to cover it up.

      --
      If a nation expects to be ignorant and free, in a state of civilization, it expects what never was and never will be.-TJ
    6. Re:This sounds familiar... by omeomi · · Score: 2, Insightful

      I say, make it calculate the last digit of pi.

      You could just guess...you have reasonably good odds of getting it correct. I bet it's 7.

    7. Re:This sounds familiar... by Amazing+Quantum+Man · · Score: 2, Funny

      No, just confuse it with total illogic. After all, logic is a little bird twittering among the trees. Logic is a pretty flower that smells bad. Are the PS3's circuits in order? Its ears are green!

      --
      Fascism starts when the efficiency of the government becomes more important than the rights of the people.
    8. Re:This sounds familiar... by itlurksbeneath · · Score: 3, Insightful

      To be fair, Bill Gates denied saying it, and nobody has come up with an original cite or witness to the quote. That doesn't mean that he didn't say something "wrong or stupid" (which he admits to doing on other occasions). Not like he hasn't been wrong in the recent past (SPAM predictions, for example - it's been two years, Bill, and it's getting worse.

      --
      Have you ever considered piracy? You'd make a wonderful Dread Pirate Roberts.
    9. Re:This sounds familiar... by SCPRedMage · · Score: 4, Insightful

      And yet, if they DO use 100% CPU time, GPU time, and memory, then that means the game is bottlenecked on something and frame rates will suffer, so the game will never live up to it's full potential...

      Guess that means it's impossible for a game to "live up to it's full potential"...

      --
      My sig can beat up your sig.
    10. Re:This sounds familiar... by Achoi77 · · Score: 4, Funny

      I call dibs on 0!

    11. Re:This sounds familiar... by SCPRedMage · · Score: 3, Funny

      It must be nice to be able to intimidate the FSM into doing your bidding...

      --
      My sig can beat up your sig.
    12. Re:This sounds familiar... by Pulse_Instance · · Score: 5, Funny

      You are all wrong, it is nullity.

    13. Re:This sounds familiar... by AKAImBatman · · Score: 3, Informative
      How can you NOT use 4k of memory?

      4K of memory? Luxury! The Atari 2600 had only 128 bytes of memory! You're thinking of the 4K of ROM in the cartridge.
    14. Re:This sounds familiar... by Shemmie · · Score: 5, Funny

      Quick, someone port the Aero GUI.

    15. Re:This sounds familiar... by jandrese · · Score: 3, Interesting

      Sure you could use all of the memory fairly easily, but could you soak up every single CPU cycle available to you, especially during the H Blanks? Even if you did that, could you soak up all of the cycles during the (relatively long) V Blank? Remember, even a cycle or two of "slack" would mean you're not using 100% of the machine, and worse, even if you did use up every single cycle of CPU time, you can bet that some marginal machines with slightly marginal processors will roll the screen if you do that.

      Even if you managed that, your game would require two joysticks to play and require constant input on both of them, otherwise you'd be wasting a joystick port. I'm not even going to get into the mode switches and whatnot. It's basically impossible to use 100% of any machine like that.

      --

      I read the internet for the articles.
    16. Re:This sounds familiar... by scotch · · Score: 5, Funny

      Last non-zero digit is 1 -- in base pi.

      --
      XML causes global warming.
    17. Re:This sounds familiar... by markov_chain · · Score: 4, Funny

      My Linux desktop soaks up every available CPU cycle, mostly by running the hlt instruction ;)

      --
      Tsunami -- You can't bring a good wave down!
    18. Re:This sounds familiar... by Manmademan · · Score: 4, Insightful
      Final Fantasy XII is the best that a game will ever look on the PS2. It could have been made to look better but the PS2 cant handle it. He is saying that this will never be a problem on the PS3.

      I disagree with this 100%. Final Fantasy XII is one of the best looking games on the PS2 to date, but There's a good argument to be made that Gran Turismo 4 (which runs in 1080i in one way or another while FFXII is 480i only) surpasses it. But regardless- consoles arent like PC's. there will ALWAYS be an enterprising developer who comes up with some crazy coding method no one ever considered before and squeezes a little more performance out of the system.

      Remember when Shadow of the Colossus was released, and everyone was saying things like "no one ever thought the PS2 was capable of things like this?" same principle. There's probably a lot of life left in the Ps2 that no one will ever get around to tapping, because with the existence of the PS3 it's no longer worth the effort to do so. By the time Developers REALLY know their way around the PS3 and are on the verge of squeezing every last ounce out of it, the Ps4 will be out and in the market and it simply won't make sense to bust one's ass trying to max out the PS3.

    19. Re:This sounds familiar... by Foobar+of+Borg · · Score: 4, Funny
      (Admittedly, the article was /.ed so I couldn't read it...so maybe he said something else...if so, sorry!)


      That's okay. Nobody else commenting here read it either.

    20. Re:This sounds familiar... by drinkypoo · · Score: 2, Informative
      I disagree with this 100%. Final Fantasy XII is one of the best looking games on the PS2 to date, but There's a good argument to be made that Gran Turismo 4 (which runs in 1080i in one way or another while FFXII is 480i only) surpasses it.

      You can't really directly compare a racing game with, well, anything else. Racing games need zero deformable objects - everything is rigid but the eye candy - and they have a very predictable path. If the view changes rapidly you're probably spinning in circles so the frame rate doesn't matter so much; but in normal use the view is very predictable so it's a lot easier to predict what you will have to draw.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    21. Re:This sounds familiar... by drinkypoo · · Score: 4, Funny
      If you're using 100% of a car's power, you're probably breaking the law.

      Unless it's a Honda... then it just sounds like you're breaking the law.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    22. Re:This sounds familiar... by rmadmin · · Score: 5, Funny

      It would be nice if Square-Enix would come out and say: "Since Sony is so confident in their machine, we upped the graphics on FF XIII. We found that the PS3 cannot handle the that level of graphics, so we had to turn them down. Sorry Sony, try again."

    23. Re:This sounds familiar... by Anonymous Coward · · Score: 5, Funny

      Chuck Norris IS the last digit of pi.

    24. Re:This sounds familiar... by eln · · Score: 3, Insightful

      I was actually going for Funny, and I got one of those. Not sure what the Insightful is all about, but whatever. Trying to understand the minds of moderators frightens and confuses me, so I'll just take whatever they give and go on with my day.

    25. Re:This sounds familiar... by plalonde2 · · Score: 2, Funny
      ZOMG! A modern machine where the bottleneck is memory? Please say it ain't so.

    26. Re:This sounds familiar... by wx327 · · Score: 5, Funny
      Quick, someone port the Aero GUI.

      I'm filing a class action on behalf of all who were eating or drinking when reading your post.

    27. Re:This sounds familiar... by Mr+Z · · Score: 3, Informative

      Well, it seems like it'd be more a bottleneck for the PS3 and Xbox360 than for a lot of machines. I look at the CPU-speed/GPU-speed to RAM ratio on most desktops, and 512MB is just enough for the GPU, with another 1GB to 2GB sitting out there for the CPU. When compared to 3 x 3.2GHz PPC (Xbox360) or 3.2GHz PPC + 8 SPEs (PS3's Cell Broadband Engine), even a current AMD 4x4 system (4 Althon 64s) or a Core 2 Duo system has a run for its money in processing performance. So the ratio of compute to memory is quite a bit off compared to desktop boxes. Granted, the PS3 and Xobx360 don't have all the other miscellany running in the background that a desktop has, but is it really that big of a difference?

      Granted, consoles have traditionally gotten by with much less RAM than their desktop counterparts. This was especially true in the cartridge days, where the entire game image lived in ROM, but it seems like it should be less so in the era of optical-media based devices.

      About the only way I can see using up all those MIPS is to enable advanced physics and simulation in the game, and enable extra rendering passes to spiffy-up the images. Now that we have a larger deployment of HD-capable displays, spending the MIPS on rendering I guess makes sense. But where are you going to put all the additional textures and data required if you don't have enough RAM? You certainly aren't going to aggressively page it from optical media.

      Unless a game specifically targets a console and doesn't bother targeting a desktop in tandem, I can't see the developer getting too excited about developing advanced engines that soak the console CPUs with physics/simulation and coding a cut-down version that keeps up on the desktop. That'd make the game behave noticeably differently on the two platforms. So, we're left with graphics enhancements which only change the quality of the visible output of the game, not the gameplay itself. So, until the desktop platforms get into the same raw-compute territory as the consoles, it's very easy to imagine many of those console MIPS will be left on the table or just spent on polishing the graphics output.

      Now to those of you who say "It isn't pushed to its limits unless you're always using 100% of the CPU." Pshaw. I would say a system is pushed to its limits when no one thing is the sole bottleneck all the time, the overall playability of the game doesn't suffer for it, and increasing the depth of any given element would cause the game to lag or misbehave in such a way that playability or enjoyability does suffer. The notion that you have to use every byte of RAM, fill every sector of the disc and use every issue slot on every cycle of the CPU to say you're at 100% is a silly one. It might've made sense when games were measured in kilobytes, RAM was measured in bytes and CPU was measured in kHz or MHz, but not in the modern era.

      --Joe
    28. Re:This sounds familiar... by jo42 · · Score: 2, Funny

      Just let people write games in Java. You'll see all resources used to the max...

    29. Re:This sounds familiar... by Mr+Z · · Score: 2, Insightful

      Actually, your comment does raise a valid point, and deserves a more thoughtful response.

      A console definitely demands a different approach to player interaction than a desktop does, for a variety of reasons. On the desktop you always have a keyboard and always have a display capable of at least moderately high res (800x600 minimum, usually more these days), whereas on the console you pretty much never have a keyboard and are still stuck with a large number of NTSC displays. How you interact with the game at the UI level will be quite different. Even how you draw everything could be rather different once you get above the core world logic.

      I'm much less convinced that the underlying physics and modeling will be that much different between the two. How you present the world to the user (the graphics rendering) and how you interact with the user (controllers, UI elements) will certainly need to be different, but how the world operates should be pretty much the same. Otherwise I can see it being very hard to tune the interactions in the virtual world to make a fun, playable game.

      Physics engines are complex beasts, and there are companies that specialize in implementing just that aspect of a game engine. I can definitely see there being tuned implementations of the same physics engine for different platforms, so that the physics engine runs optimally on all of its specified targets. What I have a hard time imagining is that one target will increase the number of variables and parameters it tracks over another, or will run higher-precision calculations on one platform vs. another. As game companies move to commercial physics engines, I see them instead treating it as a black box, with known inputs giving known outputs. The remaining MIPS will then be spent on game logic, which I also see as being relatively constant across platforms, and game interface, which I see as requiring extensive adaptation for each platform. Optimizing the physics engine on a given platform just frees up MIPS for the other pieces, and the piece with the most flexibility holds the rendering and UI.

      --Joe
    30. Re:This sounds familiar... by plalonde2 · · Score: 4, Interesting

      The amount of RAM is a different issue from being bottlenecked on the memory subsystem. Long ago a cpu running 1mhz had memory running at the same rate - you could effectively manage a memory access per instruction. Over time CPUs got faster faster than memory got faster. So caches showed up to try to mask it. On a PS2 a cache miss wound up costing 40-60 cycles. Ouch. And the trend has continued, but now it's worse: on the PS3 a cache miss is something ludicrous like 400-600 cycles. Think of it: 500 instructions possible in the time it takes to fetch from memory. Without getting clever, you wind up spending a lot of time stalled waiting for memory. And that's without piles of contention from lots of different threads and processors trying to use the same bus. That's what's meant by being bottlenecked on memory.

    31. Re:This sounds familiar... by faragon · · Score: 3, Interesting

      IMO, the problem is not the memory latency, it is the CELL-PPE in-order execution the point that kills performance: the CPU instruction pipe becomes blocked waiting for memory load after cache miss. Most modern CPUs that deal with high latency RAMs are usually out-of-order, for increasing IPC, however, the CELL-PPE in-order CPU has to be programmed with explicit prefetch in mind for avoiding pipe stalls. Don't expect great performance from C/C++ code until the compiler gets decent loop unrolling, pipe stall control optimizations, etc. (explicit prefetch will be still necessary for streaming processing).

    32. Re:This sounds familiar... by plalonde2 · · Score: 4, Informative
      Out-of-order can help some, but at most that gets you 20 or so cycles of "infered" parallelism. But L2 is already 3 times that far away, and main memory 30 times that far. Out-of-order just doesn't buy you enough relative to these *huge* stalls. At that point it becomes a 1 in 30 perf difference which probably doesn't warrant the huge increase in sillicon complexity.

      As far as optimizing for the memory system using prefetches and streamed processing et al., that's the future of performance coding. There's no avoiding these techniques as the gap between memory speed and processor speed looks destined to only get worse. It's a space in which the compiler really can't do much to help you; your algorithm design has to take into account how much slower memory is than compute, and either be able to set up its data transfers long in advance (as in streaming computation), or have something else to do while it waits (as in context switching).

    33. Re:This sounds familiar... by Mr+Z · · Score: 2, Informative

      I think you're confusing bottlenecks, but it's easy to do. At the very least, I may not have been entirely clear about which bottleneck I consider most important.

      First, a short primer on how the SPE works. You can find a more in-depth explanation in Al Eichenberger's paper on IBM's site.

      The SPEs have flat memory and software managed paging to help hide the latency of starting a new task on an SPE. A separate DMA controller brings code to the SPE's local memory, ideally well ahead of when it is needed. I think you're confusing the SPE's prefetch instruction with a traditional cache prefetch. The SPE uses a single high speed memory port to fetch instructions and data, and I'm pretty sure each can only access its local memory store. The SPE's fetch pipeline can hold 2.5 "fetch packets" of instructions, each packet containing 32 instructions. That prefetch amounts to 80 instructions, or 40 to 80 cycles of execution capability. (The SPE vector architecture can issue 1 or 2 vector instructions per cycle, and that's it.) Also, IIRC, branches can re-hit in this buffer, allowing tight loops to execute entirely from the prefetch buffer structure. This is entirely reasonable.

      Yes, the ratio of compute power to memory bandwidth has increased enormously, but in the meantime, the amount of work the CPU does in each byte of memory has also increased noticeably. Furthermore, most interesting workloads have either good locality, or good access predictablilty. If that weren't true, then we wouldn't see noticeable gains on many workloads as CPUs got faster. Instead, we'd build ever wider memory interfaces to try to keep up. Indeed, memory interfaces have grown from 8 bits and 16 bits to now 128 bit and 256 bit. (A dual Opteron system with RAM populated on each memory port has a 256-bit wide memory interface, effectively.)

      For graphics workloads, the access pattern ranges from moderately to very highly predictable. Hence the prevalence of specialized DMA engines and/or data prefetch instructions in many programmable graphics engines, including the Cell Broadband Engine. The PowerPC Altivec instruction set defines a set of streaming prefetch instructions for the same purpose. So, both PS3 and Xbox360 have well defined, well understood and effective ways to hide memory latency and to make the most of the bandwidth they have.

      The RAM bottleneck I was referring to does not concern bandwidth or latency (though both are certainly an issue). It has more to do with working set. As scenes get more complex, it takes larger numbers of textures, vertices and everything else. (I hesitate to say "triangles," because they're not the only primitive you might deign to render.) Keeping all that render state in addition to world state and program code now becomes the challenge. Now the PS3 has a leg up here: The Xbox360 may not have a hard-drive, whereas the PS3 always has at least some HD. Paging textures and world data from optical media is tremendously painful. At least the PS3 can use its HD to page some of its state. Sure, hard drives are much slower than main memory, but optical media is much, much, MUCH slower than that. Think 10s of milliseconds vs. 100s to 1000s of milliseconds, depending on how much seeking you end up doing.

      The more you can keep in RAM, the richer the world you can build, and the less you need to hit the spinning media. That's the bottleneck I was referring to.

      --Joe
    34. Re:This sounds familiar... by benk81 · · Score: 2, Funny

      Even better odds if you write it in binary...

    35. Re:This sounds familiar... by Mr+Z · · Score: 2, Informative

      I'm missing a sentence I needed to fully make my point, without being apparently contradictory. I said: Indeed, memory interfaces have grown from 8 bits and 16 bits to now 128 bit and 256 bit. (A dual Opteron system with RAM populated on each memory port has a 256-bit wide memory interface, effectively.) Add after that: However, to keep pace with the phenomenal growth in CPU performance we've seen, they'd easily need to be 10x that width, depending on how you measure things.

      This issue deserves greater exploration. (Warning: Long winded ramblings below, intended to give background to a wider audience. I'm a CPU architect by trade, and would like to educate while keeping the discussion accessible.) It gets tricky to measure available memory interface bandwidth, because caches distort the bandwidth requirements on the memory interface, and latency throttles the rate at which an unmodified program can make memory system requests.

      Consider a hypothetical system at the turn of the 80s, running at about 0.3 MIPS (1MHz 6502), with a memory interface capable of 8Mbit/s. (1MHz x 8-bit bus.) This is a memory bandwidth to compute ratio of 27:1. And those are 8-bit MIPS. The 32-bit MIPS are probably 1/3rd to 1/4th that or worse. The compute engine is the bottleneck, and all requests complete with essentially no latency. CPU asserts the address, and the RAM asserts the data on the next cycle.

      Now consider a hypothetical top of the line CPU of today, with 128-bit vector instructions and multiple integer units. If you could keep all the units fed, depending on the CPU, you can issue 8 to 16 32-bit operations (not instructions, mind you) per cycle. Assume the fastest case. At 3GHz, that amounts to 48,000 32-bit MIPS. Meanwhile, suppose the memory interface on that same CPU has grown to 128-bit x 1GHz. That's a total bandwidth of 128Gbit/s.

      Compute performance has grown by a factor of 480,000 or more on 32-bit code. (Well, less on code that only needed 8 bits, but you could always throw in floating point for the ultimate coup de grace on the part of modern hardware.) Meanwhile, memory system bandwidth has grown by a factor of 16,000. The ratio of difference in this hypothetical situation is 30:1. Granted, I picked nice round numbers and assumed perfect workloads. The reality may be closer to 10:1 or less if you don't take the effect of latency on request rate into account. This assumes you interpret the loss in compute performance as a reduction in demand on the memory system, not a loss in available memory system bandwidth. If you consider a loss in memory system bandwidth, it makes the ratio look works. (See how hard it is to talk about this?)

      Caches skew this tremendously. On that good ol' 6502, the memory system could service program fetches, data fetches, and still have half its bandwidth left over. Steve Wozniak used that to great effect on the Apple ][, using even cycles for the CPU and odd cycles for display refresh. Modern CPUs cache everything they can, and do so aggressively. Program fetches are serviced entirely by cache, eliminating the memory system from seeing the vast majoring of program fetches. Thus, the effect of program footprint on memory bandwidth has been very sub-linear with respect to compute rate. The data side of the equation is quite a different story.

      Random, scattered scalar accesses get amplified by most caches. Caches tend to operate in terms of cache lines, so a random scalar read or write gets amplified into a full cache line transaction. Wider interfaces tend to hide this effect, especially if the width of the cache line matches or is a small multiple of the memory system interface's width. More typical program sequences have strong temporal and spatial locality, meaning that caches services the accesses directly, filtering them out of the requests going to the external memory interface. This too reduces the impact on the external memory bandwidth requirement.

      But what about latency? That's wher

  2. Slashdot replies.... by Anonymous Coward · · Score: 2, Funny

    "nothing to see here, please move along."

  3. Is this a nice way of saying... by Anonymous Coward · · Score: 5, Funny

    There's not going to be that many games coming out?

  4. Architecture by aadvancedGIR · · Score: 2, Insightful

    It's natural law, all the available power of any machine will ultimately be used. The only real reason the PS3 full power may not be used will probably be linked to the 9 cores architecture and the inherent diffulty to use them all at once effciently.
    Conclusion: they are trying to present a bad news as a good one, business as usual...

    1. Re:Architecture by webrunner · · Score: 4, Insightful

      of course it's also presented as -different- bad news, if you think about it. It means they could have made it less powerful, cheaper, and easier to program for and there wouldn't be a difference because nobody will ever use the extra power

      --
      ADVENTURERS! - ANTIHERO FOR HIRE - CARDMASTER CONFLICT
    2. Re:Architecture by aadvancedGIR · · Score: 3, Interesting

      Or there is another reason, far less flamebait than my GP post: since the PS3 and the 360 are somehow similar, game developpers will be tempted to build their games on the common ground between those tho systems, therefore, even with a superior PS3, the game will be exactly as it is on the 360.

    3. Re:Architecture by thatguywhoiam · · Score: 2, Insightful
      Or there is another reason, far less flamebait than my GP post: since the PS3 and the 360 are somehow similar, game developpers will be tempted to build their games on the common ground between those tho systems, therefore, even with a superior PS3, the game will be exactly as it is on the 360.

      For publishers like EA, this is absolutely true, and has been for some time (see: Call of Duty). But for the first-party stuff, they will still be leveraging whatever strengths the console has (Gears or War for Xbox, Gran Turismo for PS3, etc).

      --
      If Jesus wants me it knows where to find me.
  5. Brilliant plan, guys by Zetta+Matrix · · Score: 5, Insightful

    I'm not sure this is something I would want to brag about. If you made the system so complex that it was impossible to use to its fullest potential, then why did you make it so complex and/or powerful? Sounds like admitting to a lot of wasted effort.

    1. Re:Brilliant plan, guys by DrXym · · Score: 2, Interesting
      Why do people say the PS3 is complex? It has a GNU toolchain and supports a ton of 3rd party APIs (Unreal Engine, OpenGL, Collada, PhysX, Havok, etc.). If you can program a computer then you can program the PS3. Even if you want to get your hands dirty with SPU programming, it doesn't look that hard. If the libspe API in the Cell SDK is anything to go by, then SPU development is pretty straightforward and very familiar to anyone who has had to spawn a thread before.

      The hardest thing would be figure out which parts of the program should go on SPUs. But that's a problem that all multi-threaded apps face, and it's not specific to the PS3. A 360 which intends to use its 3 cores to their full potential has similar issues. If there is something "hard" about it, it is that so few games need the full potential of the system that it's hard to know what it is.

      Just look at the games appearing for the PS2. I doubt anyone would have imagined when the PS2 launched that you'd see games like Shadow of the Colossus, Bully or God of War by the end. I expect Harrison is just alluding to that.

  6. Does this mean that there won't be a PS4? by datajack · · Score: 4, Insightful

    Well, if it's not possible to use all the power in the PS3, there's no point in making a more powerful console in a few years time, right?

    1. Re:Does this mean that there won't be a PS4? by aadvancedGIR · · Score: 2, Insightful

      Ferrari is still making more powerfull cars, and yet they are already far too powerfull for regular roads. The thing is they don't expect to sell as many as GM does, so maybe Sony was fed up with the success of the very technically limited PS2 and want the PS3 to be the next NeoGeo.

    2. Re:Does this mean that there won't be a PS4? by Doctor+Memory · · Score: 2, Interesting

      You don't have to be a pro driver to get the most out of a Ferrari on a race track. I've taken my Porsche on several tracks, as part of the PCA Driver Education program (basically a racing school without the high cost). I'd further argue that anybody who drives a Ferrari and slams on the brakes to avoid an accident is using it to the fullest, but I doubt that limiting "performance" to braking performance would sway much opinion...

      --
      Just junk food for thought...
  7. Woh! Business model! by Stormx2 · · Score: 2, Interesting

    Hold on. Why sell a product with something the consumer will never use? Unless this is a rallying cry, why make consumers pay hundreds of dollars for something they aren't going to use?!

  8. Linux Performance by eldavojohn · · Score: 3, Interesting
    Harrison says that the current PS3 game lineup is using less than half of the machines power, adding that 'nobody will ever use 100 percent of its capacity.'
    Well, perhaps this statement will be true for games. I'm not sure. But I have been hearing rumors of the PS3--while running Linux--is not too impressive because it lacks beasty memory. Remember, I'm no expert but I read of a study done running Fedora Core Five versus a Mac G5 running FC5 and also a German study claiming the PS3 is little better than a Pentium III 800Mhz when it comes to Linux.

    But Harrison could be correct depending on how he defines 'capacity.' In the world of computer science, one must be careful with the absolute of "never ever" but he hasn't defined capacity sufficiently. Now if he means there will never be a PS3 game capable of using it to the full capacity then he's probably right.
    --
    My work here is dung.
    1. Re:Linux Performance by Anonymous Coward · · Score: 2, Funny

      Well d0h. Running Fedore Core 5 on 9 cores. You're wasting almost half the power!

    2. Re:Linux Performance by SatanicPuppy · · Score: 4, Informative

      Consoles are never that impressive, when compared to actual computers...Computers are general purpose tools, and their architecture reflects this.

      Console systems, on the other hand, are engineered for a very tight, very specific, set of tasks. This is why a console with comparatively crappy stats can walk all over a much beefier computer, and vice versa.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  9. Kind of funny. by Viewsonic · · Score: 4, Interesting

    Ubisoft says Assassins Creed will have more intelligent AI in the 360 version simply because the three dedicated cores offer more raw horsepower that the PS3 doesn't have. You can also tell that the PS3 has run into some issues regarding the limit of 256MB of texture memory compared to the 360, most textures are all blurry and low res compared to their 360 counterparts. It's the PS2 hype all over again.

    1. Re:Kind of funny. by rayde · · Score: 5, Informative
      perhaps his "baseless statements" are based on actual articles that interview devs.... such as Jade Raymond of Ubisoft:

      While the PlayStation 3 and 360 versions of Assassin's Creed are virtually identical, Raymond did say that on the 360 the team is putting a special emphasis on achievements. The hardware also allows for improved threading, which will improve even further the crowd AI.
    2. Re:Kind of funny. by kai.chan · · Score: 3, Informative

      How the parent got modded so high is baffling. Ubisoft has NEVER said the AI in the 360 will be more intelligent than the PS3. Jade Raymond said that the XBox360 has "improved threading" during X06, but no where did she say what it was compared to. It was clearly FUD that Microsoft got Ubisoft to spread.

      And how such a false statement of saying the PS3 will be limited to 256MB of video RAM has been modded as Interesting on Slashdot is absurd. Look at the top level diagram. The RSX can access an additional 256MB of XDR through the Cell. The RSX was designed to work with the Cell, that is why it is different than the conventional console hardware setup.

      It's hype all over again, for sure. Every company does it, but it looks like you are being lead into believing the Microsoft FUD-hype instead.

    3. Re:Kind of funny. by Darkfred · · Score: 3, Informative

      Probably because you are stupid. The specs have been out for a nearly a year now. The 360 has the exact same IBM powerpc core processor, just 3x as many of them as the PS3. The vector units are too brain dead for AI and have to be chained together to use their full potential, so basically you have a quick matrix transform, vs 3x as much cpu power, and a video card 1.5x as powerful.

      I'm not a fanboy, I am a game graphics programmer. (but yes perhaps I am a little irritated over the difficulty level as well)

      Regards,

      --
      ----- 70% of all statistics are completely made up.
    4. Re:Kind of funny. by drinkypoo · · Score: 2
      Probably because you are stupid. The specs have been out for a nearly a year now. The 360 has the exact same IBM powerpc core processor, just 3x as many of them as the PS3.

      It's not exactly the same. In fact all three consoles of this generation use a variant of the same PPC core, but all of them are customized. The 360's processor is reputed to have more capabilities than the one in the PS3, because the one in the PS3 is there to do a little bit of general purpose processing, and to hand work off to the Cell SPEs.

      The Wii's processor probably has still more capabilities, which is important because it's the least powerful console. But I'm not sure on that one.

      If you put the Cell SPEs aside, the Xbox 360 is probably more than three times as powerful as the PS3. Of course you can't do that, but it does make the point that the Xbox 360 is much easier to program.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Kind of funny. by Carewolf · · Score: 2, Informative

      No, most AIs are just not suitable for stream processors like the Cell. They need a general purpose processor with efficient branching. Xbox 360 has three of those, PS3 has one.

    6. Re:Kind of funny. by brian.howard · · Score: 2, Informative

      There is a good Mark Twain quote: "It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt." The "Cell" processors are more like secondary helper processors, the main CPU in the PS3 is indeed a PowerPC. As for the 'Vector Units too brain dead for AI'?... From my very limited knowledge of the Cell processor I can tell you it is not a general purpose CPU and therefore not very useful for doing things like AI, etc. It is good at crunching numbers in a very specific domain (such as matrix calculations).

  10. Why make it then? by onion2k · · Score: 2, Insightful

    Should have made it a bit less powerful and consequently cheaper then I suppose. They'd have sold more and make more money that way.

  11. what he really meant... by zen611 · · Score: 3, Funny

    I think he meant "Nobody will use all the power to improve the storyline..."

  12. Well duh! by xtracto · · Score: 2, Insightful

    As long as they make available the Next-next generation PS4 available soon enough...

    That is what had happened after the SNES-Genesis-etc days (From the N64 onwards), the "next gen" iteration life span has became shorter and shorter so developers just start to get familiar with the system when the Next-gen system gets out.

    I will sound like the old-grandpa but I liked more when the game generations lasted longer, you could see really nice things done with the technology and the hardware had more "value" (see for example all the NES peripherals) as you *knew* the system will remain active for a long time and more games would likely come.

    I won't buy the "eye toy" or the "maracas" or the "bongos" today for any system because I know that only 1 or two games would ever be available.

    --
    Ubuntu is an African word meaning 'I can't configure Debian'
    1. Re:Well duh! by debrisslider · · Score: 5, Informative

      The PS2-PS3 generation was six years (Oct 2000 - Nov 2006). If you count the Dreamcast, the last-gen started in Sept 99 and ended in Nov 05 with the 360 - still six years. The NES came out in October of 85, the SNES in August of 91 - less than six years. The N64 came out Sep 96, the Game Cube in Nov. 01 - a little over five years, and five years again until the Wii. The console generations are as long as they've ever been. There's more games available for the PS and PS2 than any other console. And if you're wary about buying crappy accessories, those have always been around. ROB the Robot, Super Scope Six, The SNES mouse, the N64 and Dreamcast Microphones (at least they came with the game), the Dreamcast's fishing controller, DDR mats, Guitar Hero, etc. Nothing is different, except now with the Wii game developers will move gimmick development over to the system that has all those capabilities built in so less money is wasted on 1-game peripherals.

    2. Re:Well duh! by Chosen+Reject · · Score: 3, Informative

      That's amazing really. I agree with your sentiment, but it's amazing how you went from using the release of a console from one manufacturer to the release of a console from a different manufacturer then compared that timeframe to the release times of consoles from the same manufacturer.

      Dreamcast doesn't count here because they will never have a next generation console. Playstation 1 came out in September of 95 (in America) and the Playstation 2 came out in October of 2000 (also in America). That's only 5 years. The Playstation 3 came out in November 2006 so that's 6 years. So yeah, judging by Sony's consoles, the generations are getting longer.

      But Microsoft shows another story. The Xbox was released in November of 2001 while the Xbox360 was released Novemer 2005 so there's only 4 years there.

      The NES came out in October of 85 (in America), the SNES in August of 91, nearly 6 years later. The N64 was released in September 96, 5 years after the SNES. The Gamecube was released 5 years later in November of 2001, and the Wii was released 5 years after that in November of 2006.

      Looks to me that of the major players right now 5 years seems to be a fairly average number with Microsoft barely reaching 4 years and both Nintendo and Sony having a 6 year period in there somewhere.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    3. Re:Well duh! by Chris+Burke · · Score: 2, Funny

      Who said they're getting smaller?

      Hmm, good point. Maybe I should stop accelerating to near c while playing on my Gamecube.

      --

      The enemies of Democracy are
  13. Re:... right by D3m0n0fTh3Fall · · Score: 5, Informative

    Nice work Anonymous Coward, two small problems. You've obviously never heard of the "dual layer DVD", something which has been in common use for a very long time. It has 8.5GB storage capacity. You've also obviously managed to avoid every single article, of the hundreds out there, which all point out 1 thing. The cell does not have 8 cores. It has 1 core and 7 SPEs. The Xbox 360 on the other hand has 3 cores. I take it you're looking forward to your "real time rendered, Toy-story quality graphics" on your PS3 just like you were when the PS2 came out? Get off my internet.

  14. PS/3 perfomance by Jon+Luckey · · Score: 4, Funny

    I'm sure an PS/3 is so fast it can execute an infinite loop in less than a second

    --
    -- 3 events that reshaped the world in the 20th century: WW1, WW2, and WWW
    1. Re:PS/3 perfomance by starrsoft · · Score: 2, Funny

      Actually, they never made a PS/3--they went directly to USB.

      --
      Read my blog: HansMast.com
  15. Obligatory by jlawson382 · · Score: 5, Funny

    I for one welcome our new, vastly inefficient, overpriced, Linux-running overlords.


    (Sorry. I couldn't help it.)

  16. Re:Let me guess by Anonymous Coward · · Score: 3, Funny
    Then again, I'm being pedantic about everything today.

    Well, since a pedant is concerned with minor details, and not everything is a minor detail, then you couldn't actually be pedantic about everything.

  17. Re:sure by MeanderingMind · · Score: 2, Informative

    Yes and no. The PS3 does use a new architecture, but there is literally a PS2 emotion engine chip in every PS3 to "emulate" PS2 functionality. I'm not sure we can really call it emulation when it's the original chip just doing the same thing it did before.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  18. 91 degrees says by 91degrees · · Score: 2, Funny

    Sony will never use the full spin power that their marketting department is capable of.

  19. Not News by sunderland56 · · Score: 3, Insightful

    Nobody uses 100% of the power of their desktop computer either - and nobody complains about it. It would take a very, very tricky program to simultaneously max out the processors, graphics, memory, and disk bandwidth.

    Nobody every uses 100% of the power of their car, either. Sure, you LIKE to have the 250 HP engine, but you only use it for 3 seconds on the on-ramp. And hopefully nobody uses the full power of their 800 watt home theatre system. The excess power is there for the momentary condition - not to use all of the time.

  20. Cell won't run at 100%, thats expected. by hAckz0r · · Score: 3, Interesting

    Not being able to utilize 100% of the computing power is inherent in the design of the Cell processor. Don't get me wrong, its a powerful chip, but its like any multi/distributed/multithreaded-processor. With the Cell it takes time to set up and tear down the configuration between the processors, and if there is no data to work on this very nanosecond then that processor is starved and is essentially spinning and waiting for something to do. The cell has some unique capabilities to configure its processor units in parallel or in a serial data flow through shared memory, but if the task can not be broken down into appropriate computational algorithms that keep every processor unit busy then you are simply not running at 100%.

  21. PS3 Exclusives - Volume 1 by RichardMarks · · Score: 2, Funny

    2K Games/Take-Two/Rockstar
    * Red Dead Revolver 2 ~Rockstar North, TBA~
    Atlus
    * Shin Megami Tensei 4 ~Atlus R&D1, TBA~
    Capcom
    * Devil May Cry 4 ~Capcom Studio 1, Q4 2007~
    * Monster Hunter 3 ~Capcom Studio 1, 2008~
    Eidos
    * Age of Conan ~Funcom, Q3 2007~
    * Untitled ~Action~ ~TBD, TBA~
    Koei
    * Blade Storm: Hundred Years War ~Omega Force, 2007~
    * Fatal Inertia ~Koei Canada, 2007~
    * Mahjong Taikai IV ~In-house, Nov. 22~
    * Ni-Oh ~In-house, 2007~
    Konami
    * Bomberman ~Hudson, TBA~
    * Coded Arms: Assault ~KCET, 2007~
    * Gradius VI ~TBD, TBA~
    * Mahjong Fight Club ~TBD, Launch~
    * Metal Gear Solid 4: Guns of the Patriots ~Kojima Productions, Q4 2007~
    * Rengoku: The End of the Century ~Hudson, TBA~
    * Untitled ~RPG~ ~TBD, TBA~
    * Untitled ~RPG~ ~Hudson, TBA~
    Midway
    * Unreal Tournament 2007 ~Epic, 2007~
    Namco Bandai
    * Mobile Suit Gundam: Crossfire ~BEC, Launch~
    * Ridge Racer 7 ~In-house, Launch~
    * Tekken 6 ~In-house, 2007~
    * Untitled ~Anime Project~ ~TBD, TBA~
    * Untitled ~Mech Action~ ~TBD, TBA~
    * Untitled ~RPG~ ~TBD, TBA~
    * Untitled ~Shooter~ ~TBD, TBA~
    * Untitled ~Sports~ ~TBD, TBA~
    Nippon Ichi Software
    * Makai Wars ~In-house, TBA~
    Sega Sammy
    * Fifth Phantom Saga ~Sonic Team, TBA~
    * Full Auto 2: Battlelines ~Pseudo, Launch~
    * Guilty Gear BB ~Arc System Works, TBA~
    * Miyazato Sega Golf Club ~AM1, Launch~
    * Virtua Fighter 5 ~AM2, Q1 2007~
    * Untitled ~RPG~ ~Obsidian, TBA~

    1. Re:PS3 Exclusives - Volume 1 by blighter · · Score: 2, Funny

      Untitled ~Mech Action~ ~TBD, TBA

      "Untitled"? From "TBD" studio?

      I LOVE that game!

      Good thing I only have to wait until "TBA" for it...

    2. Re:PS3 Exclusives - Volume 1 by phritz · · Score: 2, Informative
      Hmmm ... looking at your comment history, your astroturfing is extremely sub-par. You don't have a SINGLE POST on slashdot that isn't shilling Sony products. Not one. I assume this guy.

      I could be snarky, but I'll just say this: Please, be honest, or leave. As a Sony employee, you could probably offer a lot of insight in these discussions. But you aren't - you're astroturfing. Please go away.

  22. Familiar indeed.... by archeopterix · · Score: 2, Funny
  23. Guys. There are 2 things here. by thatguywhoiam · · Score: 4, Interesting
    First off, this is a famous Sony marketdroid and you should pay him as much heed as you would any other marketdroid from any big corporation. He's just ignorant enought to make boneheaded statements such as this.

    Having said that, for such a nerd-oriented site, I can't believe some of the parsing going on here, and it must come down at least partially to latent Sony-hate (for whatever reason).

    Let's just put the word 'Sony' aside, for ONE second. Just bear with me here.

    The PS3's 3.2 GHz Cell processor, developed jointly by Sony, Toshiba and IBM ("STI"), is an implementation to dynamically assign physical processor cores to do different types of work independently. It has a PowerPC-based "Power Processing Element" (PPE) and six accessible 3.2 GHz Synergistic Processing Elements (SPEs), a seventh runs in a special mode and is dedicated to OS security, and an eighth disabled to improve production yields. The PPE, SPE's and other elements ("units") are connected via an Element Interconnect Bus which serves to connect all of the units in a ring-style bus. The PPE has a 512 KiB level 2 cache and one VMX vector unit. Each SPE is a RISC processor with 128 128-bit SIMD GPRs and superscalar functions. Each SPE contains 256 KiB of non-cached memory (local storage, "LS") that is shared by program code and work data. SPEs may access more data in the main memory using DMA. The floating point performance of the whole system (CPU + GPU) is reported to be 2 TFLOPS[74]. PlayStation 3's Cell CPU achieves 204 GFLOPS single precision float and 15 GFLOPS double precision. The PS3 will ship with 256 MiB of Rambus XDR DRAM, clocked at CPU die speed.

    That is one deeply weird hunk of hardware. And its pretty fucking cool. Or at least, IBM seems to think so.

    Someone has tried to dumb down an explanation like this to our boy Phil and he shat out this 'will never use the full potential' idiocy, which in turn riles all the nerds because its just such a lame thing to say, you can poke holes in it all day (such as, 'why build such a complicated beast if we will never be able to program it - equally idiotic).

    So the statement is 100% true, and 100% meaningless.

    Like the hamburger truck at the end of my street that claims Greatest Burgers in the Universe.

    --
    If Jesus wants me it knows where to find me.
  24. He's right but for the wrong reasons. by Xest · · Score: 3, Insightful

    Cell just isn't that suited to gaming.

    With the GPU doing graphics, one core doing AI/Gameplay, another doing Physics, another doing Audio/Networking/Input you've pretty much got all the processing power you need. If you start spreading a game out across too many cores it's going to negatively effect the speed of the game due to the fact you're going to spend all your time trying to keep threads in sync. I'd argue that this is why Sony has it wrong and MS has it right. The GPU can handle graphics, then the 3 cores can be used as mentioned above - this seems the optimal division of work in a game engine. I'm convinced that 4 physical processing units at 4ghz would be better than 8 physical processing units at 3.2ghz so perhaps that would've been a better route for Sony if they really felt the need to beat the 360 on performance.

    To me the Cell seems more suited to number crunching type applications, the sort where you can offload large amounts of data to each cell and let them go on their merry way processing these chunks without having to worry about whether every few bytes of data is in sync.

    I honestly wonder if Sony management just assumed that the Playstation 3 would cell like the PS2 and PS1 and hence just insisted they use it as the tool to bring down the prices of Cell and BluRay regardless of whether they were fit for purpose or not.

    1. Re:He's right but for the wrong reasons. by bark · · Score: 2, Informative

      The PS3 also has a GPU of comparable power to the Xbox360, neither of which runs at 4ghz. Only the cores for the xb360 runs at that speed.

      For some reason, most people pit "GPU+3 Core Cpu" up against the Cell alone, when the Cell is also paired up with a GPU too!

  25. Re:Thank You AC by Saige · · Score: 2, Informative

    I think I should point out that the Atari Jaguar had at least that many titles in their "under development" list at one point. We see how many of those got released...

    Just because there's a list of upcoming games doesn't mean that they're all going to be released.

    --
    "You know your god is man-made when he hates all the same people you do."
  26. Re:PS3 Exclusives - Volume 3 by Rycross · · Score: 2, Insightful

    I seriously hope you work for Sony if you're spending this much effort promoting the console online.

  27. Re:My Friend Works for EASports and Said Otherwise by jedi_gras · · Score: 2, Informative
    Maybe your friend isn't so reliable. What you say here makes a bit of sense....

    Sony was so focused on Blueray that they never gave ATI the heads up to produce a video card specific for thier system. They didn't give ATI enough lead time. Thus, the video card is a general fix for a video solution that doesn't work well with the PS3 ONLY BECAUSE ATI DIDN'T PRODUCE A CARD FOR THE PS3 AT ALL!!!!

    The Graphics Processing Unit is based on the NVIDIA G70 (previously known as NV47) architecture, which focuses on maximizing per-pixel computation in favor of raw pixel output. The GPU will make use of 256 MiB GDDR3 VRAM clocked at 700 MHz. The GPU has access to the XDR main memory as well.
    [PS3 Hardware Summary]

  28. Re:Thank You AC by blighter · · Score: 2, Insightful
    Could you please explain to those of us who are not paid Sony astroturfers how an "Untitled" game from a studio that is "To Be Determined" with the release date "To Be Announced" is not just a transparent attempt to inflate the length of your "exclusives" list but actually represents "confirmed by publishers exclusive titles currently in development"?

    Unlike the fellow above, I actually hope Sony is not paying you, because I would hope they'd get more for their money than a list of "Untitled" exclusives...

  29. Easy by BritneySP2 · · Score: 2, Funny

    Just use Java or .NET on it.

  30. Re:Then either by drinkypoo · · Score: 2, Insightful
    Perhaps the PS3 developers need a crash course on utilizing the cell.

    Or perhaps the PS3 utilizes a stupid design considering that developers have repeatedly shunned the most complex console.

    Even in the 16 bit days a lot of developers went with the genesis rather than the SNES even though the SNES had greater capabilities because the genesis had more CPU and it was simply easier to develop games for it.

    In the 32 bit era the Saturn was basically ignored by everyone because it was a nightmare to code for, meanwhile the PS1 came out. It had roughly half the raw CPU power of the Saturn (The Saturn has two Hitachi SH-2 processors, while the PS1 has one MIPS R3000 at about the same clock rate - SH-2 and R3000 are both pretty pathetic 32-bit RISC designs, although many people will hate on me for saying that about the R3000.) The PS1 however made it EASIER to do a lot of things - you only had to focus on one CPU and they did transparency in hardware. You can't use their graphics chip for general purpose computation though. The Saturn is more powerful and you CAN do transparency but you have to do it in software using the second CPU (in order to do the rendering in a timely fashion) and that is hard. So again the more powerful platform is neglected.

    Those who would use Dreamcast as a counterexample should note that it died more because of Sony marketing than because of anything else. Developers abandoned it and waited for PS2, which turned out to have specs about an order of magnitude less powerful than announced.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  31. Re:Thank You AC by Rallion · · Score: 5, Insightful

    How can a game be "in development" if the developer is still TBD?

  32. Re:Then either by Slack3r78 · · Score: 4, Insightful

    The correct answer is:

    C) The Cell is a poor general purpose processor.

    If you're at all familiar with the fundamentals of CPU design, it should be blindingly obvious that the Cell should be very good at handling streaming vector data, but relatively poor at more general purpose calculations.

  33. Re:They both have Cell processors... by EGSonikku · · Score: 4, Informative

    Wow, school time!

    The 360 does not have a "2 core cell' it has a 3 core PowerPC.

    The PS3's Has 1 core and 7 SPE's, 1 SPE is reserved for the OS, and Sony tells developeres to only use 5 of the remaining 6.

    The 360 has more *useable* RAM than the PS3 and from what iv'e read also has a superior GPU.

    As far as disc space, 360 games are on dual-layer DVD which is 8.5GB, not 4.7GB. And as long as games like 'Gears of War' and 'Elder Scrolls IV' are fitting on a single disc the Blu-Ray argument holds no water. And worse case scenario...2 disc game! Oh n0's!

    Sony has convinced you that you *need* blu-ray..and it's just not true.

    Did I mention the 360 can be between $100 and $300 cheaper than a PS3 (depending on configurations for both)? And that it has games out, like, right now? And that you can go into a store and buy one no problem right now?

    --
    - "Scientia non habet inimicum nisp ignorantem"
  34. FYI by Retric · · Score: 5, Informative

    From a modern hardware perspective you never use ALL of a systems power at the same time but that does not mean you can replace any one component without lowering overall performance. All systems have at least one bottleneck, but most games encounter more than one, so you may be limited by the CPU, System bus, and then GPU. Which means beefing up any one component would not be worth it without beefing up several.

    Think of it this way replacing 4mb L2 cash with 4 GB L2 cache would speed up most games, however spending that money on several components would be a better use for that same cash. The PS3 is designed to be flexible so you can use the cell to speed up rendering or AI as needed But that flexibility comes at the price of complexity, thus first gen games are using ~50% of the systems capabilities. However games will probably never use more than 80-90% of the systems resources at the same time so the graphics will get better they will not become twice as good.

    PS: 3 games may all use 90% of the systems capabilities, but they will probably not use the same 90%.

    1. Re:FYI by Retric · · Score: 2, Informative

      Sorry I did not get much sleep last night.

      Basically, A CPU with 4gb L2 cache is better than the same CPU with 4mb L2 cache.

      However, 1000x L2 cache does not make a system 1000x faster because something else will bottle neck the system.

      Or in simpler terms it would be useful to have an iPod with 100x as much space. But most people would go for an iPod with 10x as much space and 10x as much battery life because that much extra space is useless but more battery life is useful. (Assuming the same price.)

    2. Re:FYI by that+this+is+not+und · · Score: 2, Funny

      the same CPU with 4mb L2 cache

      Now, I have coded embedded controllers which only had 32 bytes of data RAM, (and 128 bytes of program memory) but I've never heard of cache for any processor measured in millibytes. A processor would need to have a really wide data path for the concept of a 4 milibyte cache to even have meaning if that cache was reflected in a single bit.

  35. Base Pi?? by camperdave · · Score: 4, Funny

    Base Pi? You're not being rational.

    --
    When our name is on the back of your car, we're behind you all the way!
    1. Re:Base Pi?? by Alzheimers · · Score: 3, Funny

      But he gets mad props for keeping it real!

    2. Re:Base Pi?? by Alzheimers · · Score: 2, Funny

      Nice try at integrating yourself into the discussion, but I think we're really pushing the limits. From now on future posts will just be derivatives of these.

  36. Riddle me this batman by Joebert · · Score: 2, Funny

    What loves systems with idle resources & fast internet connections ?

    It's definately not my grandmas pacemaker.

    --
    Wanna fight ? Bend over, stick your head up your ass, and fight for air.
  37. Just look at history. by JayBlalock · · Score: 2, Interesting
    I would suggest that the REAL reason that so few games take advantage of the processing power of the system anymore is that, back in the "good old days," no one really knew what was coming "next."

    Remember, when the NES came out, the video game market was just recovering from a horrendous crash. (that, for a couple years, prevented Nintendo from gaining ground in America) No one knew how long the console would "last," so there was no reason not to try to squeeze everything out of it possible. (resulting in games like Battletoads which, to this day, look closer to the 16-bit games than 8-bit) Same even held true for the next generation. The future was fuzzy. Better to use incredible programming tricks to give the Genesis "Mode 7" effects or hack math coprocessors onto the cart than bet on something better being around the corner.

    If you disagree with this, just ask yourself - would Starfox, with its horribly expensive hardware hacks, have EVER have been made if people were certain a polygon-based console was less than two years away?

    But after the Saturn and Playstation came out, and the PSX became huge, suddenly the next generation started to be a sure thing. Why squeeze every drop of power when you can just wait a little longer and release a game on a superior system? I refer you, for example, to Shenmue - began development on the Saturn (as a Virtua Fighter spinoff), finally released on the Dreamcast. Or Dinosaur Planet / Starfox Adventures - first for N64, finally released on Gamecube. Ditto for Eternal Darkness. There are innumerable examples these days.

    And SPEAKING of Shenmue, there's also a cautionary tale there. The Dreamcast was 2 years into its life. The PS2 was on the horizon, and Sony was fudding endlessly to try to get people to save their money for the PS2. Sega decided (unwisely) to try to have their actions speak louder than their words and poured *$80 Million Dollars* into a supergame which was going to be so incredibly good that no one who saw it would even see the NEED for a PS2.

    That game, of course, was Shenmue. And it was probably better looking and playing than the first wave of PS2 games. None the less, it didn't save the console. And, in fact, its huge expense likely contributed greatly to Sega's rapid crumble afterwards. (and AM2's followup effort, Propeller Arena, looked better than PS2 flight sims for a couple years following... except that it was dumped by Sega and was never even officially released)

    So, combined, what we have here is a very clear message - DON'T TRY TO PRESERVE A DYING CONSOLE. There is no easily-seen reason to do so any more. It sucks, but it's true. You (the developer) can make just as much money delaying the game's release for a year or two, and you risk sinking your entire company if you try too hard to hold onto the past.

    --
    Bush: He's Liberal in all the wrong ways.
  38. Path finding, dynamic programming by Anonymous Coward · · Score: 2, Informative

    Depends on what you mean by AI. For instance a path-finding algorithm should absolutely fly on the Cell. One way to do this is to divide the area into a grid, mark the start, and at each point label the best path from already visited points. A single Cell should be able to do this orders-of-magnitude faster than even a dedicated PPC chip (I'm guessing at least 100x faster).

    Generally any dynamic-programming ie ground-up algorithm should work very, very fast on the Cell. It's just a matter of, once somebody writes a path-finding code for a cell then everybody starts using it and then games get much faster AI.

    FYI 4ghz Cell is at 256 glops peak vs ppc at 8 peak (both single precision), but cache misses never happen on the cell and often waste cycles on PPC (3 for L1, 9 for L2, ~40 for L3).

  39. Re:They both have Cell processors... by freeweed · · Score: 2, Informative

    And that you can go into a store and buy one no problem right now?

    The biggest unreported story of this console generation is that you can, more and more, "go into a store and buy a PS3 no problem right now".

    I've been offered 3 this past week alone when asking for a Wii. Yes, I do far too much xmas shopping :)

    --
    Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  40. Re:They both have Cell processors... by blackicye · · Score: 2, Informative

    Actually the upcoming Blue Dragon on the Xbox 360 comes
    on 3 DVDs. Which IMO actually suggests the inadequecies of
    the DVD-DL format..

    The fact that a 3 DVD game has already been released should
    be a suggestion of things to come.

    I wonder if we'll see games spanning 5 to 8 DVDs nearer to the
    end of the lifespan of the 360, or whether they'll start
    offering the 8 DVDs or 2 HD-DVDs option later down the road.

    Personally I think its a pain in the ass to keep 3 disks
    in pristine condition and/or swap them in and out.

    Then again, its not like I'm planning to buy one of these "next gen"
    consoles in the near future.

  41. Oh really? by MrSteveSD · · Score: 2, Funny

    Perhaps you would like to purchase the PS3 game I have just written. It's called "Factorial of one million". It's not as much fun as Doom 3 but it will use the CPU quite heavily.

  42. Re:They both have Cell processors... by savage1r · · Score: 2, Funny

    Good lord, attack of the fanboys! ACK! Get them off of me! They're spouting too much usless information I don't want to know!!! AAAAAUUUUUGGHHHH!!

  43. Re:They both have Cell processors... by pdaoust007 · · Score: 2, Interesting

    "Sony has convinced you that you *need* blu-ray..and it's just not true."

    That depends... I actually bought a PS3 almost solely for watching Blu-Ray movies. If you look around, the 20G PS3 is actually the best high definition DVD player for the money. It's even cheaper than standalone players that won't do a fraction of what the PS3 can do. I know the 360 has an add-on but the lack of HDMI output was a deal-breaker for me. For someone who doesn't need/want HDMI then the 360 + add-on is also a very attractive option.

    Now I just need to sit tight and hope Sony's format wins... :-)

  44. Re:what do I win? by Wdomburg · · Score: 4, Funny

    You'd end up with the CPU running idle as you push into swap. :-)

  45. Truth Be Told by Jekler · · Score: 2, Insightful

    We still haven't even used the full capability of a 300mhz processor and 32mb video card. The bottleneck is not hardware, it's software. Inefficient code, outdated methodologies, and improper application of libraries is a much greater bottleneck than the hardware in any system.

    More cycles and more memory doesn't mean that developers are capable of using better graphics and logic, it means they can be lazier in their optimization. Games which take up 5gb of hard drive space do so because they can, not because they must. Developers know the user has 100+ gigabytes available on their hard drive, so no further optimization is necessary. They know that the video card has 256mb or more memory, so they don't optimize the game anymore than they need to. We only need 3ghz processors because developers can throw away as many cycles as they want. On a needs basis, the actual logic and graphics of the most powerful game available probably would require a 300mhz processor and 32mb of video memory. All the rest is a buffer for waste.

    This isn't a sleight against coders, I'm a professional developer too. I've seen a lot of applications that could be optimized further but other tasks are much higher up the priority tree because even though the program could be more efficient, it doesn't need to be.