Showing posts with label Cell processor. Show all posts
Showing posts with label Cell processor. Show all posts

Friday, January 4, 2008

Playstation 3 versus Xbox 360 thoughts...

(from the Endless Arguments department)

Hi everyone,

I sent a friend of mine an e-mail with some thoughts about PS3, Xbox 360 and even PS2 architectures. Just so it doesn't get lost, here it is. Enjoy!

Cheers,
Paul

This might be easier to digest. ^_^

Here's the PS3 final dev kit - the prototype dev kits were much bigger.

http://ps3.ign.com/articles/726/726255p1.html

That's a much more manageable size.

The PS3 has 256 megs RAMBUS XDR main memory and 256 megs GDDR3 VRAM GPU memory. However - the GPU can access main memory - apparently up to 440 Megs max. There's probably a speed penalty in that, I'm guessing.

By contrast, the Xbox 360 has a unified memory architecture - 512 Megs of GDDR3 RAM shared between the CPU and GPU.

PS3 has a hyperthreaded PPU (PowerPC) and 7 SPUs - one of which is reserved. This means 2 PPU threads and 6 SPU threads. This means kind of 2-8 threads, at any given time, depending on what you're doing.

The Xbox 360 has 3 cores, hyperthreaded PowerPC. This means 6 full threads - probably faster clock speed than the PPU too. To my way of thinking, these architectures aren't that radically different in terms of performance. Sure - pure Vector math benchmarks may favor the PS3, but real world?

meh.

I don't really see any advantages one way or the other here. In fact, the Sony architecture might annoy standard PC developers, who haven't worked with the PS2 very much. ^_^

I mean - develop an application for the PC - heck let's make it dual core. Now, port it to Xbox 360. Optimize for 6 threads. Runs well. Now, port to PS3. Initially, you're probably running on the PPU - two threads. Performance sucks. (Some companies release it at this point. ^_^) Smart developers start pawning pure math functions off to individual SPUs. They are incredibly fast, but there's only so much pure math you can do on them. Performance basically equals Xbox 360, if you optimize enough. Hair is pulled out constantly.

Alternatively - do PS3 dev first. Run great. All math functions designed to run independently on SPUs - advanced physics included. Port to XBox 360. Performance sucks. Now start consolidating SPU functions as independent threads and take advantage of the triple core. Performance basically equals PS3, with possibly simplified math approximations - which you don't notice on an HDTV anyway.

This is what I'm seeing in the real world based on the available games.

For example, I've been playing games developed on the PC/Xbox first. Best example of this is The Orange Box. Most of the time, it's fine. Sometimes, though, it slows down terribly. Valve didn't want to do the PS3 port at all - they handed it off to EA UK. Now, patches are on their way.

On the other hand, I have the Burnout Paradise demo. It was originally developed on the PS3 and ported to Xbox 360. It looks stunning on the PS3, but word on the street is that the Xbox 360 version looks great too.

I don't think you're gonna see any big differences between the two until developers abandon DX9/DX10 architecture, and start thinking outside the box. You'll see start to see radical games like this from established PS2 companies like Insomniac and Naughty Dog, since they don't do any DX9/DX10 architecture, and understand the Vector Unit concept.

There are several groovy things that you can do with the PS3 architecture. Remember that, unlike the PS2 which had no GPU, the PS3 has the RSX - which is an nVidia 7800 equivalent - for its GPU. You can feed the pixel and vertex shader pipelines in the RSX from the SPUs directly. Now we're starting to talk - write physics and AI code on the SPUs, and then send it to the RSX's pixel and vertex shaders. No main CPU (PPU) overhead. Or - use full motion HD video on surfaces, courtesy of the SPU. Apparently, one or two SPUs can decode h.264 video streams at HD resolution.

By the way - that's the reason that everyone is having such trouble emulating the PS2. The GS chip in the PS2 is not a GPU - it's a frame buffer manager/compositor. The GS writes to video buffer memory using a 2560 bit wide pipeline - using low latency DRAM!!! This is crazy talk. The GS has 1024 write bits, 1024 read bits and 512 read/write bits, even though it's only 4 megs! No current graphic card uses this kind of craziness. The PS2 doesn't really use pixel or vertex shaders - it uses one of its vector units in a pure "read the frame buffer, do some crazy math on it, and write the frame buffer back" kind of a way, thanks to its huge pipeline. The EE
is pretty straightforward - it's a MIPS core with two vector units. A dual-core Intel can simulate it rather well - or a Cell for that matter.

Which is exactly what the 80 gig PS3s do - emulate the EE with the Cell. But - the 80 gig PS3 still has a GS in silicon. That's what Sony removed from the 40 gig unit, and why it can't run PS2 games. The original 20 and 60 gig PS3s have a PS2 EE+GS in silicon. All PS1 games are done with full software emulation on all PS3 consoles.

I've often wondered if the PS3 was seriously gimped during the design phase. The initial PS3 designed seemed more PS2 like - they were prototyping with a twin Cell system - and each Cell had 8 SPUs, not 7. Add a crazy, hi-def GS-like chip, and now we're talking. Sony designers claimed that the second Cell didn't add anything to the performace, but I wonder. Grafting a stock nVidia GPU into this architecture seems like changing out a sports car's wheels for a Humvee's. They're nice wheels, and have some great features - but they really shouldn't be on there. Sony's teams may have caved to pressure from folks like Epic (unreal engine) who now use a lot of Pixel and Vertex shaders on the GPU. They may have freaked out if they had heard that Sony was about to release another console without a GPU.

Hmm - that's a lot to think about. ^_^

Saturday, October 6, 2007

Finally - a good PS3 diagram

(from the Aha! So *that's* what it looks like! department)

Hi everyone,

Just a quick digaram of the internals of the PS3. Original article here. (Translation)



Also, as a follow-up to my prior post, if you translate the original article, you find this tidbit of information about the original EE-less design constraints:

(Note: I've smoothed out the auto translator "english" a little. It should be pretty close to the original Japanese, although this is *not* a direct translation.)

"According to an industry insider, the GS was retained because it can't be emulated by the PS3 chipset. This is due to the GS's pipeline architecture which requires 4MB of super-wideband and low latency eDRAM. Because the RSX (Reality Synthesizer) GPU of the PS3 has a PC graphics pipeline with external memory, it can't replicate the special architecture of the GS."

"Moreover, it is difficult for the cluster of SPUs (Synergistic Processor Unit) in the PS3's Cell BE processor to emulate the GS. Even though each SPU has 256KB of on-chip memory (Local Store), that is insufficient for the requirements of the GS. In addition, a number of game industry insiders point out that there are many developers who did direct, custom access to the GS which would necessitate a hardware solution."

So, based on this, it looks like these 40 gig PS3s are going to remain incompatible with the PS2 - for the foreseeable future, anyway. I'll keep you posted if Sony changes their mind, but at this point, I think it's fairly safe to say that PS2 emulation has been eliminated from the PS3.

Cheers,
Paul

Friday, October 5, 2007

40 gig Euro PS3 released without PS2 compatibility - entire world says "Wha?"

(from the Wha? Guh! department)

Hi everyone,

Well - Sony continues to send a very mixed message with their marketing strategy for the PS3.

First of all - they added rumble to the SIXAXIS controller after they said that it was "last generation" technology. All well and good - but although the controller comes out next month in Japan, customers in North America and Europe have to wait until "Spring 2008".

Wha?

Well... okay... it seems stupid to miss the Holiday season window in NA & Europe, but... okay...

But wait - that's not all. Today Sony announced a new, low-cost PS3 model in Europe. As predicted by various news sources, this model lowers the HDD size to 40 gig, reduces the number of USB ports from 4 to 2, and removes the multi-function memory card slots. All well and good - it's a lower cost machine - but here's the strange part.

They also removed PS2 backwards compatibility.

Wuh? Wuh? Wuh...WHA?

Didn't Ken Kutaragi himself once say, "the PS3 will feature backwards compatibility with PS and PS2 games from day one. I'm emphasizing this because, from what I hear, there are some platforms that haven't been able to completely do this. It's costly in terms of hardware, but we'd rather [invest] firmly on compatibility from the beginning, rather than to have issues later on."

Oh yeah - that's right - he's not there anymore.

Some of you might be wondering how this is possible, given what I said earlier about backwards compatibility in my blog.

Well - the answer is simple. The heart of the PlayStation 2 is two chips - the Emotion Engine (EE) and the Graphics Synthesizer (GS). The earliest PS3s had the EE + GS in silicon - thus hardware PS2 compatibility. The next revision (Europe, Korean, 80 gig US) of the motherboard removed the EE in favor of software emulation by the Cell BE processor of the PS3, but left the GS in place. Apparently, this new 40 gig model removes the GS entirely, breaking backwards compatibility. Someday, if they were so inclined, they might be able to get the PS3's nVidia RSX GPU to emulate the GS, but that would be quite the undertaking, since they are fundamentally different beasts.

*sigh*

If PS2 compatibility means anything to you, buy that 60 gig model now - before it's too late!

Cheers,
Paul

P.S. The other thing about Sony that's annoying me right now? They're not releasing the S-Video cable for the new PSP in America. Grrrrrrr....

UPDATE: Some of the European blogs have reported that the 40 gig model has lost SACD playback capabilities as well. I did confirm that on Sony's Australian PlayStation site. The blogs theorize that the SACD playback was discontinued due to either a licensing issue with the SACD division of Sony or due to the increased costs of incorporating Pit Stream Protection in the BluRay Drive. This latter reason seems most plausible to me. By removing Pit Stream Protection, you can use a "standard" BluRay drive, and could shave a little bit more from the cost of manufacturing.

UPDATE 2: I had mentioned that the 40 gig PS3 had dropped PS1 backwards compatibility. This is not true - the 40 gig PS3 will still play PS1 games. As it turns out, PS1 compatibility had been achived entirely through software emulation since the launch of the PS3. The PSP also uses a full software emulator for PS1 games; that is why you can share them between your PSP and your PS3. That is also why the PS3 dramatically improves the graphics quality of PS1 games; it isn't constrained by the original PS1 hardware. Mea culpa.

Monday, September 10, 2007

PS3: 60 gig or 80 gig?

(from the Hardware vs. Software department)

Hi everyone,

I'm posting this information in my blog because there's been a lot of churn on these facts, and I need to document all of this information with as much real data as possible, before it gets lost. Most people will find this pretty esoteric, but if you want to see how global companies operate, read on!

Cheers,
Paul




The Sony Playstation 3 (PS3) is backwards compatible with the PlayStation 2 (PS2) and PlayStation (PS1). However, Sony has developed two different ways of doing backwards compatibility using either a hardware or a software solution.

Originally, the PS3 was to use pure software emulation via its powerful Cell microprocessor for PS2 and PS1 backwards compatibility. It is theorized that PS1 titles still may only utilize software emulation, based on this original development decision. However, sometime during the development process, this plan was partially abandoned in favor of a hardware solution for PS2 compatibility.

Therefore, at their November 2006 launch, the original North American and Japanese 20 gig and 60 gig PS3s had a custom PS2 Emotion Engine (EE) + Graphics Synthesizer (GS) chip on their motherboards for backwards compatibility. This custom EE+GS chip was later replaced on the European and Korean models with a single PS2 GS chip in a motherboard revision before their respective product launches, due to the increased performance of the EE software emulator, and to save money on the manufacturing costs. Interestingly, the two different motherboard revisions are apparently not interchangeable - the hardware units can't be "switched off" to become software units.

Since these models relied on software EE emulation, and this type of emulation is quite complex, the percentage of compatible PS2 games were lower for these machines at launch. Each successive System Software revision, however, has seen continual improvement in PS2 backwards compatibility percentages for these hybrid software emulation PS3s. Direct comparisons between the two different designs were initially hard to quantify, since there was only one motherboard design released in a region, and games differ too much between these regions.

The software emulator's difficulties with PS2 backwards compatibility was not a big issue for North American users since all models sold since launch, including the almost immediately discontinued 20 gig model, had the EE in hardware on the motherboard. This situation would soon change when Sony dropped the price of the 60 gig PS3 to $499 in North America and introduced a new 80 gig model at $599. Early press reports revealed that the 80 gig model would be using the EE-less motherboard, and therefore would rely on software emulation for PS2 compatibility. It also was quickly revealed that the 60 gig model was being price reduced because it was being phased out. Sony stated that they would only offer the 60 gig model until stocks ran out.

Sony recently started offering an on-line service for checking compatibility between the North American EE 60 gig models (including the discontinued 20 gig) and the non-EE 80 gig models. Curmudgeon Gamer has recently gone through their game library with this web service, and posted some interesting results. In their findings, the PS1 compatibility results are identical, lending some credence to the theory that the PS3 uses pure software emulation for PS1 titles. However, the PS2 compatibility results are quite different, with the hardware EE 60 gig model seemingly much more backwards compatible.

In summary, if backwards compatibility is important, it might be a good idea to pick up one of the 60 gig PS3s before stocks run out. PS1 compatibility appears identical between the two revisions, but PS2 compatibility seems to benefit from having the EE present, as in the 60 gig model.

UPDATE: added additional hardware GS information, per recent Sony documentation.