How Sony's Development of the Cell Processor Benefited Microsoft
The Wall Street Journal is running an article about a recently released book entitled "The Race for a New Game Machine" which details Sony's development of the Cell processor, written by two of the engineers who worked on it. They also discuss how Sony's efforts to create a next-gen system backfired by directly helping Microsoft, one of their main competitors. Quoting:
"Sony, Toshiba and IBM committed themselves to spending $400 million over five years to design the Cell, not counting the millions of dollars it would take to build two production facilities for making the chip itself. IBM provided the bulk of the manpower, with the design team headquartered at its Austin, Texas, offices. ... But a funny thing happened along the way: A new 'partner' entered the picture. In late 2002, Microsoft approached IBM about making the chip for Microsoft's rival game console, the (as yet unnamed) Xbox 360. In 2003, IBM's Adam Bennett showed Microsoft specs for the still-in-development Cell core. Microsoft was interested and contracted with IBM for their own chip, to be built around the core that IBM was still building with Sony. All three of the original partners had agreed that IBM would eventually sell the Cell to other clients. But it does not seem to have occurred to Sony that IBM would sell key parts of the Cell before it was complete and to Sony's primary videogame-console competitor. The result was that Sony's R&D money was spent creating a component for Microsoft to use against it."
Pray I do not alter it further.
Help stamp out iliturcy.
I didn't mean to kill the thread with the second comment, but yeah, is there something else that needs be said to this?
Help stamp out iliturcy.
the cell is not "made from scratch". It's based on powerpc. Minus the branch prediction and some other goodies, and with additional cores specialised for numerics called "SPEs". Without the SPEs it's a piece of junk. And the xbox360's processor doesn't have the SPEs.
This article is full of shit.
Big deal if M$ got their hands on a crap, slow design based on the G5 powerpc, and they made it able to execute 2 threads per core and put 3 cores on a die. It has NOTHING LIKE the gigaflops of the cell.
I'm not a games console programmer, but I understood that the 'core' of the Cell and the chip used in the XBox 360 are both derivatives of the standard PowerPC chip. This smells like a couple of trolls being mischievous. IBM can do what they like with PowerPC, and that includes selling it to both Micrsoft for the XBox 360 and to Nintendo to power the Wii.
Sony's payback comes when Playstation3 programmers learn to fully utilize the Cell architecture.
This is really kind of misleading. The PowerPC, which is at the core of the Cell and is what MS uses as the cores of the Xbox 360, has been IBM's baby for years.
The Xbox 360 uses 3 of the cores. The Cell uses one of the cores plus 8 SPEs (6 of which you can actually use in a game). If you will recall, the Wii uses a PowerPC too, a slightly beefed up Gamecube CPU which IBM made for Nintendo even before they made Cell. And of course Apple used to use PowerPCs (and IBM itself did and does, for servers).
Anyhow, without the Cell's SPEs, there's not a lot to really 'steal'. The lack of SPEs is what makes the Xbox 360 so easy to program for, but the SPEs are what really define the Cell and make it such a floating point crunching monster (better suited for supercomputing than writing video games for in my opinion, and that's not intended as a dis here).
It looks like the engineers who actually make stuff are in charge. I know that's not as good to you as lawyer-based engineering, but some of us prefer physics-based engineering, for spice. OK?
Please don't sue me.
Help stamp out iliturcy.
Because it was a really misdirected effort when it came to a console. Sony really had no idea what the hell they were doing as far as making a chip for their console. Originally, they thought the Cell would be the graphics chip. Ya well turned out not to be near powerful enough for that, so late in the development cycle they went to nVidia to get a chip. Problem was, with the time frame they needed, they couldn't get it very well customized.
For example in a console, you normally want all the RAM shared between GPU and CPU. There's no reason to have them have separate RAM modules. The Xbox 360 does this, there's 512MB of RAM that is usable in general. The PS3 doesn't, it had 256MB for each CPU and GPU. Reason is that's how nVidia GPUs work in PCs and that's where it came from. nVidia didn't have the time to make them a custom one for the console, as ATi did for Microsoft. This leads to situations where the PS3 runs out of memory for textures and the 360 doesn't. It also means that the Cell can't fiddle with video RAM directly. It's power could perhaps be better used if it could directly do operations at full speed on data in VRAM but it can't.
So what they ended up with is a neat processor that is expensive, and not that useful. The SPEs that make up the bulk of the Cell's muscle are hard to use in games given the PS3's setup, and often you are waiting on the core to get data to and from them.
It's a neat processor, but a really bad idea for a video game console. Thus despite the cost and hype, the PS3 isn't able to outdo the 360 in terms of graphics (in some games it even falls behind).
I really don't know what the hell Sony was thinking with putting a brand new kind of processor in a console. I'm willing to bet in 10 years there are compilers and systems out there that make real good use of the Cell. However that does you no good with games today.
Thus we see the current situation of the PS3 having weak sales as compares to the 360 and Wii. It is high priced, with the idea that it brings the best performance, but that just doesn't bare out in reality.
Maybe I have to read the book to get a better picture, it is possible that the article blows things out of proportion. So, I thought that the whole "deal" about the Cell are the SPE's. The Xenon CPU that powers the Xbox 360 is just a custom-made triple core PowerPC. Now, I guess the "customization" of that core is similar to what is done for the PPE of the Cell, so research there could have overlapped, but I would not think that the PPE is the "essence" of the Cell - at least that is what Sony's and IBM's own claims have made me believe.
Additionally, I have to admit that I always thought the usage of the Cell processor a very bad (or, more precisely, very arrogant) decision. It is not just that it has many "cores"; the fact that they are asymmetric and that SPE's are not your usual general-purpose cores, was bound to make it very hard for developers to utilize them. If you wanted to develop for many platforms there is no way you would want to optimize for the SPE's when all other architectures (PC, Xbox...) use symmetric, general purpose cores. So, in my book, the Microsoft engineers knew much better what they were doing than the Sony ones. I guess they are not the same engineers responsible for gems like Me, Vista or Zune firmware.
What I would like to know are the differences that the modified core has compared to a "classic" PowerPC core? So, if MS had not benefited at all from Cell research and got a triple-core whose cores were closer to the original PowerPC, would it be a much different CPU? Anybody knows? If the answer is not, the whole discussion about MS benefits from Sony is moot...
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The SPU's on the Cell and the PPC Altivec unit on the Xenon(X360) are very closely associated never before has IBM done a 128register 128Bit Altivec unit. The 128bit X 128register Altivec VMX128 unit on the Xenon is the best of any CPU it is also an almost perfect subset or cut down version of the Cell's SPU !.
In non braching calculations and assuming no cache misses VMX128 performance is equal to the SPU's performance this is not a coincidence it's a newly shared design feature in both the instruction sets and silicon fab and clearly shows the CPU designers shared alot.
The older VMX is only 32 registers. Only the Xenon PPC cores and Cell's SPU's have this new VMX128 type arrangement with 128 SIMD registers - especially enhanced for multimedia and gaming.
Sony's payback comes when Playstation3 programmers learn to fully utilize the Cell architecture.
As someone else pointed out, if that was going to happen, it would have happened by now.
The fundamental problem with the Cell is that each SPU only has 256KB of RAM. (Not 256MB, 256KB.) Data can be moved in and out of main memory in the background with explicit DMA-like operations. Given that model, you have to turn your problem into a data-flow problem, where a data set is pumped sequentially through a Cell processor. The audio guys love this. It's useful for compression and decompression. It's a pain for everything else.
It's not good for graphics. There's not enough memory for a full frame, not enough memory for textures, not enough memory for the geometry, and not enough processors to divide the frame up into squares or bands. Sony had to hang a conventional nVidia GPU on the back to fix that. It's useful for particle systems. If you need snow, or waves, or grenade fragments, the Cell is helpful, because that's a pipelineable problem.
There are some other special-purpose situations where a Cell SPU is useful. But not many. If each SPU had, say, 16MB, the things might be more useful. But at 256KB, it's like having a DSP chip. The Cell part belongs in a cell phone tower, processing signal streams, not in a game machine. It's a great cryptanalysis engine, though. Cryptanalysis is all crunch, with little intercommunication, so that fits the Cell architecture.
We're back to a historical truth about multi-CPU architecture - there are only two things that work. Shared-memory multiprocessors ("multi-core" CPUs, or the Xbox 360) work; they're well understood and straightforward to program. Clusters, like Google/Amazon/any web farm, also work; each machine has enough resources to do its own work and can live with limited intercommunication. Everything in between those extremes has historically been a flop: SIMD machines (Illiac IV through Thinking Machines), dataflow machines (tried in the 1980s), and mesh machines (nCube, BBN Butterfly). The only exception to this are graphics processors and supercomputers derived from them. That, not the Cell, is cutting edge architecture.
I've met one of the architects of the Cell processor, and his attitude was "build it and they will come". They didn't.