PS3 Folding@Home Begins with Impressive Numbers
hansamurai writes "As we've previously discussed, the Folding@Home client is now available on the PS3, and already some early results are in. The total number of teraflops generated by PS3s has already exceeded all other OS contributions combined and the entire project is heading towards one petaflop of distributed computing power. Stanford notes that their teraflops calculation is conservatively calculated so the total power could be under-appreciated. With the PS3 European release complete and the Folding client already available to them, the number of users will continue to grow for the time being, let's hope that the project does not run out of work units to pass out. Kotaku has some numbers that are a few hours old since the Stanford server is getting hit pretty hard with the renewed interest in the project."
Gizmodo has more current numbers (which are also a little behind). Currently they're showing 346 TFLOPS for PS3s.
God Fucking Damnit
Remember all that energy we aren't supposed to be wasting?
Last I heard, F@H was a feel-good novelty that is doubtful to ever produce any meaningful results.
I don't need no instructions to know how to rock!!!!
As we've previously discussed, the Folding@Home client is now available on the PS3, and already some early results are in [CC].
When will the SNES version finally be available?
"A door is what a dog is perpetually on the wrong side of" - Ogden Nash
Impressive, but I wonder if this interest among PS3 owners will drop off. Especially when GTA IV comes out, or they get next months power bill.
Libertarian Leaning Political Discussion Forum.
Is if you can write-off your PS3 as a charitable purpose since its spending the bulk of its time volunteering;-)
If brevity is the soul of wit, then how does one explain Twitter?
Cell is very optimized toward one data type for calculation: 64bit floats. If you want to efficiently use the PS3 in a cluster, just be aware that your code must:
a) use primarily 64bit floating point
b) either:
- fit code and data segments within 256K for each SPU
- crunch long enough between streamed data blocks such that DMA latency doesn't kill performance
c) have the entire calculation broken down into no more than six parts for streaming (one per SPU)
There are SPU userspace threading models that run cooperatively (similar to the old userspace pthreads, I guess), but the thread manager consumes valuable SPU RAM. Also, SPUs don't support a supervisor bit for memory protection... so... bad things happen when threaded code running on SPU goes tits up.
If you want to calculate 128bit floats, ints, or have lots of branch logic... buy a quad core2duo; cell don't do you any good.
BTW: Anyone here hacking GEANT or BLAST for Cell?
I don't know about others, but I've turned on the auto-start option so that if the console sits idle it will run this in the foreground. It might take a while to complete a work-unit but at least it's still going. Plus it looks really nice. This way I don't have to conciously start it when I'm going to walk away from the PS3 for a few hours but know I'll play it later. Also, combined with the autodownload feature I can leave the console running to download a few movie trailers (Transformers, A Bee's Story and Shrek 3 hit last night) or game demos and have Folding run as well.
let's hope that the project does not run out of work units to pass out.
If they are out of work units, doesn't that mean they are that much closer to their goal? To me, it seems that if they run out of work units, it means the work is being completed quicker then expected. Seems like a good problem to have.
Visit the Arcade Restoration Workshop @ http://www.arcaderestoration.com
looking at the statistics for the recently released PS3 folding@home client, i begin to wonder how much better the xbox360 could do, since F@H already has an ATI GPU client, that according to the F@H statistics page, produces about 2.4 times the teraflops per processor as the PS3's CPU-only client. granted, a knowledgeable individual might be able to leverage the XNA dev kit to design a F@H client (if the dev kit even gives enough 'bare metal' access to the GPU), but that would see very limited distribution, i was wondering what could be done to have the xbox360 dashboard team design an integrated distributed processing client (a dedicated client, background client during dashboard/etc, or both) so that those idle CPU cycles (almost 11,000,000 CPU/GPU's worldwide, just 1% of them would contribute approximately 6.47 petaflops, over 10 times the current total teraflops in the project) could help cure cancer. as someone who lost his mother to cancer at a young age, i can't begin to express how significant this could be to help others avoid that same tragedy.
In case anyone is wondering about what the project has acheived so far, here is the link.
Concerning global warming, the processing statistics imply the PS3 is by far the most efficient. At 380 watts (at least this is what I've heard), using the statistics given (which are said to be conservative in the case of the PS3), that puts the PS3 at 63 teraFLOPS/megawatt, or 16.5 kilowatts/teraFLOPS. I'm not really familiar with this, but isn't that fairly good? It's definately better than using PCs. Blue Gene/L, which is supposed to be very efficient, will deliver 240,000 FLOPS/watt, or about 0.24 teraFLOPS/megawatt. My calculations may be off, but that suggests the PS3 is highly efficient and a better use of power than a supercomputer.
I'm sure I'm missing some important considerations, so can someone through a little knowledge at this?
... besides the number of PS3 owners that are running this? The PS3 seems to be significantly slower than the GPU client for example
GPU: 41tflop 697cpus
PLAYSTATION®3 346tflop 14138cpus
so basically the GPUs are 2.4x as powerful as the PS3s.
-- the cake is a lie
Somehow, I doubt that people buying a $600 game system will care if their power bill goes up $1 (or $10 or $20) a month. Power is one of those things that most people ignore and simply pay unless it's completely out of whack. My commercial power bill fluctuates by sometimes as much as a hundred bucks a month, but even that's not enough to make it worth my time to figure out what might be causing it.
I don't respond to AC's.
a GPU would be even better, since you could get 2.4x the TFLOPS for half of the watts easily (100-130W for the GPU, 30-40W for the rest of the system idling). Heck, if I was a supercomputer manufacturer I'd just put a laptop-friendly slow CPU on an SLI motherboard with two GPUs and with a solid state read-only flash for booting, removing even more power-related overhead and failure points.
-- the cake is a lie
the PS3 uses a lot less energy to do this, and most of the time people aren't using it anyway.
-- Tigger warning: This post may contain tiggers! --
Sony's Howard Stringer (some bobo at the top) has claimed that current PS3 games only use 20-25% of the PS3's total cell-computing power, so that should leave plenty available to fold, even while gaming.
Shit no, Sony builds them to take a lot of punishment (at least CPU wise) Let's see how long is midgar's (my ps2 Linux kit's) uptime
3:34pm up 11 days, 23:20, 2 users, (I've telnetted in from the windows box, I was running Second Life) load average: 1.00, 1.00, 1.00
Would be longer if it wasn't for the damn power outages, thing runs 24/7 otherwise.
http://www.research.ibm.com/cell/SPU.html
When the GPU client first came out, it was pointed out that it was actually using different work units than the normal PC version and so the numbers weren't directly comaparable. I don't know what the situation is for the PS3, but it may not be using the same work units as either the GPU version or the PC version, and thus not directly comparable to either.
Slashdot team# 11326 Now go get your PS3 and start crunching numbers.
Well, since I'm currently running this I thought I would chime in. The PS3 is more than likely using different WUs. The average WU size for the PS3 that I have seen so far is between 400k and 500k frames. The usual range for PC WUs that I have seen is between 5k to 20k frames.
My PC, which is only an Athlon 64 3500+ (benchmarked at 7190 in F@H) can crunch through a frame every 1 minute and 7 seconds.
My PS3 is going through a frame every 0.067 seconds.
Frame performance doesn't mean much in F@H because different WUs can have different frame sizes. Nevertheless, the PS3 client is performing a lot of work in a very short period of time. I would be curious to see benchmark results released from Stanford showing the relative performance difference between a high-end Core 2 Duo and the Cell in the PS3.
Also, since I haven't seen anyone mention this yet, the GPU client on the F@H site are all ATI X1900s. The work units performed by GPU clients and Cell clients are of a different type than those performed by general purpose CPUs. Check the F@H FAQs for more information.
Gizmodo has more current numbers (which are also a little behind). Currently they're showing 346 TFLOPS for PS3s.
Is hundreds of thousands of PC users shouting "AIMBOT" and "CHEATER".
Seriously tho, I've been shocked at the GPU/PS3 #'s...still doesn't make me want a PS3...ATI/AMD AGP 19XX
Radeon, maybe. (do they exist? I thought they did, but nothing on the 'egg...yet).
Have you read the moderator guidelines? Well, have you, PUNK? (and I want a Karma: Gnarly option)
Yes. I was absolutely wrong. I've been corrected numerous times, but because that post is improperly modded up it's getting undue attention. Thanks for the detailed correction.
Is that a slim ps2 or a old ps2, and what's the longest you've had it up before?
It's a fat PS2 of course, with an HD in it. I've had uptimes of over a month easy. IIRC I hit 100 days once.
So what has all this computing power actually accomplished for science thus far? What new protein folding processes have been discovered that are going to help treat and cure diseases?
Bit Torrent doesn't need a user present to seed, and it tends to make the firewall more active because of the high traffic...
I wonder how a new $500-$600 PC would fair against the PS3 when folding (I'm guesstimating that one could purchase a bare PC with some cheaper A64 X2 and an X1950XT at that price).
It is true that an effective memory size of 128Kb per processor (SPU, needs to be split in half for DMA double-buffering) limits what you can do in one chunk of code. But I think adisakp said it best:
Now I understand what you're saying about limited memory. I haven't tried to fit data+code in 128Kb since DOS, and it could mean a return to assembly coding for some of what I'm writing. But the Cell isn't going away, and the memory size on the SPUs will increase next year. In the meantime, evaluate the cost/benefit, talk it over with somebody, etc., etc... and then cut some code.
Or don't.
If only the thing would multitask...
Well it could be 20 times as powerful as the average computer on folding at home
I guess the question is how many PCs on this system are Pentium 2, Pentium 3, Pentium 4, Core Duo, and Core 2 Duo based PCs?
I could be wrong but I would suspect that the bulk of these PCs are University lab computers and people's obsolete home PCs (that is, not a gaming PC) so I wouldn't be surprised if most of the PCs are Pentium 2, Pentium 3 and slow Pentium 4 PCs.
I guess what I'm trying to say is the PS3 could be 20 times as powerful as the average computer on folding at home but is certainly not 20 times as powerful as the average new computer you can buy today
Cell, maybe. RAM, no. Devs have been complaining about the RAM already, there's no way in hell they're going to hand more of that precious stuff to another program.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
The response to adisakp's post hits it on the head. The DMA which is "easy" has latency on it. So you need to avoid DMA as much as possible. Assume you have a 129 Megs of data that constantly interacts with each other, Take a large scale Havok model as a for instance. If you don't know Havok is slow and needs quite a bit of power to do work, throwing in DMA latency every couple frames will just cripple the system.
The cell process is only here because Sony forced it onto game programmers. It's a brilliant piece of crunching hardware as I said but for game programmers it's forcing the programmers to do unnecessary work that no one should need. Keep watching the 360 vs. Ps3 battle, 360 games will keep having minor improvements, (the PS3 has 40 megs of Ram missing still) and more functions for the user. The code for networking that the 360 produces is why almost every 360 game has a online component. On the other hand the Ps3 has the less memory, worse hardware for most games, especially open world styled stuff (the variable information just plays with the memory in such ways that what's easy on the 360 becomes a chore to even correctly load into memory and if some data that needs to be worked on can't fit on one of those 128 meg blocks (let's say you have 10 blocks of 51 megs of memory, you can arrange 8 of them so they will work efficently, but the last 2 will slow the system down, on the 360 it avoids the DMA, while it might be slower, it's easier to program for in this type of problem)
In the end the 360 is the easier hardware to work with and produces similar if not better results so far. I've yet to see a Ps3 game that made me go "wow", and my company has every major game (I just tried motor storm, ok game, nothing impressive though). The bigger problem is moving a game to the PS3 can cause issues, moving a game to the 360 is a much easier transition.
Note: when I say "simple" I don't mean weak, I mean it has tools and is setup in a way that the programmer has the freedom to do what he wants with out having to constantly battle the hardware.
Wait!
Le'me get the popcorn!
Ubuntu is an African word meaning 'I can't configure Debian'
Well, it's true that some programmers are having to do extra work. I'll be the first to admit, Microsoft has a decade more experience building world-class development environments, and they've got Sony beat. No problem.
But the Cell is being pushed by IBM, not just Sony. What I hope will happen (see, I'm pretty anti-Microsoft) is that the Havok engine, along with other libraries, will be developed for the Cell. However, havok.com is not likely to release source code. What's missing, in my opinion, is the forum for PS3 game devs to get together and share in the effort of producing really fast Cell code. I'm sure the chip is capable of the same level of performance as the 360.
So, yeah, I agree with you. Microsoft has not only about a year lead in the market, but an easier platform to develop for. I just don't like the company.
I'm not saying Microsoft is the best thing for gaming, but Sony is sure as hell not the best thing. Ibm did invent the Cell, however Sony forced it into the Ps3 even after developers told them it's not the best for gaming. They then have forced blu-ray onto the public as well and then claimed a flawless backwards compatibility and gave a less than such.
Currently, I think both companies are pretty bad, the 360 is the best platform but relying on Microsoft to continue to make good hardware and not screw over the fans is like asking my dog not to eat the treat I left in the middle of the floor, it might work for a couple minutes, but eventually that treat is going to go.
According to Folding@Home, GPUs account for the greatest amount of calculations (while CPUs are necessary for others). But the only GPUs supported are flagship tier ATI 1900XT & 1900XTX (presumably 1950XT as well), not Nvidia nor 1800XT's. This makes the PlayStation 3 greatly weighted against the PC, because not only do they have seven Cell processors (GPUs, in Folding@Home's eyes), but most PC's don't have the required videocard to even try to take on the PS3. This makes the PS3 seem to dominate computers, when the reality is that it's not an even playing field.