Breaking Down the Dropping Parts Cost for Sony's PS3
will_die writes "The people at iSuppli have taken apart an October 2008 version of the PlayStation 3 to create a bill of materials, along with providing a comparison to original PS3. The article provides information about the changes Sony has made. One of the big ones was that the hardware has gone from costing $690.23 to the current price of $448.73. This was done using a combination of removing parts (currently 2,820 vs. the original 4,048), cutting the cost of the CPU ($46.46 vs. $64.40), and cutting the cost of the graphics processor to $58.01 from $83.17."
It still precludes them from selling at $299, which is where marketing data is suggesting they need to go to compete against Xbox.
PS3 is being outsold by a good margin month to month, which means market share is dwindling (although objectively there are more PS3s in the world, which makes the equation for game developers shift) - and they seem to be losing developer mind share, as evidenced by the fact that there are few games that are PS3 exclusive. Most importantly and shockingly, Microsoft is getting Japanese game developers to come over to Xbox, where that model simply didn't exist in the PS2 days.
Sony needs about 4-5 more Metal Gear Solid like titles, and they really need to work out the bugs with online play. I don't use my PS3 online, but from what I am to understand, it's not even close to Xbox live.
cutting the cost of the CPU ($46.46 vs. $64.40), and cutting the cost of the graphic processor to $46.46 from $64.40.
Whoa, so the Cell processor IS the graphics processor? Yo dawg, I heard you like to compute so I put a processor in your processor!
Because the summary probably won't be fixed.
Reviewing just the first hour of video games.
They wouldn't have had to spend over $1B on repairs and extend the warranty an extra 3 years for the XBox 360. Chances are, the 360 would be cutting a small profit by now. The moral of the story if the successor to the XBox 360 is to trounce Sony, is that they need to not cut corners if they want to exploit Sony's weakness. They'd better learn that because the PS3 is a very, very powerful system and when it hits $300 will be in the range that a lot of gamers will be willing to pay.
Keep all the price comparisons either from-to or all to-from. Don't mix the two because you'll confuse people (eg me). When I saw "...the hardware has gone from costing $690.23 to the current price of $448.73." it triggered me to read the last sentence as "cutting the cost of the graphic processor from $46.46 to $64.40.". I thought I was seeing some sort of Orwellian finances in effect.
When our name is on the back of your car, we're behind you all the way!
I'm all for a cheaper PS3, which apparently can only happen with a bit of "wow" taken out of the box, but for a bit of history:
*The original 20 and 60 GB models of the PS3 supported full hardware backwards compatibility for the PS2 (with the notable exception of the Guitar Hero controllers). The 60GB had a lot of extras, like card slots.
*The 80GB unit without FULL backward compatibility still supports 80% of PS2 titles, and retains the memory card slots.
The way I see it, you shouldn't degrade a tech product over its life cycle, you should add features to it. Or failing that, it should get VERY cheap, and super small.
PS3 isn't doing either. I'm glad I own the 80GB model.
Video Game News, FAQs, etc
It's good at doing anything where there's a streaming data
When we discussed the Cell processor in my super computing class, the verdict was it required streaming data to be fully utilized since each of the SPUs each had too little cache.
Perhaps it would have been wiser to instead only have 3 SPUs (+1 PPU) with a little more power and caching each instead of the 7 SPUs. As it stands, it is a problem that is stumping many PhDs.
Let's all take a moment to apologize to Bobtree for his wasted time clicking on this news story.
Sorry Bobtree.
Similes are like metaphors
The trick isn't to use each SPU. The trick is to fully use the SPU and not have it waiting for memory look-ups or core-to-core communication.