IEEE Spectrum On The PS3 Learning Curve 88
An anonymous reader writes "The Insomniacs is the cover article in the December issue of IEEE Spectrum, discussing developers ramping up to the PS3 hardware. The article features Insomniac Games, who developed the PS3 launch title Resistance: Fall of Man. Despite mixed reports in the press, the Insomniac folks are delighted to be working with Sony's technology, and describe the process of helping to make or break a console launch." From the article: "Despite the delays, there's something inside the PS3 that burnished Sony's reputation as a hardware company. The heart of the machine is the powerful new Cell Broadband Engine microprocessor. Developed over the last five years by Sony, IBM, and Toshiba on a reported budget of $400 million, the Cell is not just another chip: it is a giant leap beyond the current generation of computer processors into a nextgen muscle machine optimized for multimedia tasks."
Oh man.... (Score:3, Funny)
Anyone else react the same way I did?
Fox News is now spinning CPU development?
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Cellular processing. DO something with it on the console that could only be done on the console then TOUT IT DAMNIT.
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I don't think Nintendo has remembered to make the announcement yet.
I had to crank up the 'fish for this one. (Score:2)
"the Cell is not just another chip: it is a giant leap beyond the current generation of computer processors into a nextgen muscle machine optimized for multimedia tasks."
and the fish sayeth:
"Cell is not just another chip, it is a big buzzword buzzword buzzword processor buzzword buzzword buzzword buzzword."
So it's not just another chip...it's a processor!
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If it is truly as powerful as they say (for gaming purposes, of course) they wouldn't need to talk it up. They would simply say "hey, you will see...what you will experience will be beyond what I could convey to you here today"
I THINK nintendo did something along those lines, if I remember correctly...and now they have the little console that could going
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A lot of the Cell press has nothing to do with Sony, actually. There are a lot of EE/CompE types who get a hard-on over Cell for the same reason they do for Itanium (simple, fast hardware driven by complex compilers).
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Are you seriously trying to compare the Cell with the Itanium? The problem with Itanium (and probably all IA64) is that the CPU core can not adapt to changing conditions. Everything's encoded into the instructions by the compiler and AFAIK, can not be rescheduled by the CPU. So scientific and engineering workloads written in FORTRAN run great, but nothing else does. It's pretty mediocre at common server tasks e.g web, email, etc.
Now, the Cell is basically an under-performing PowerPC G5 core with 7 or 8 SP
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Both Cell and Itanium remove complexity from the hardware, in order to fit more hardware into the available space, at the expense of more complexity in the compiler. The Itanium does this by using VLIW and eliminating OOO, and the Cell does this by eliminating OOO in the PPE and SPE, and eliminating dynamic branch prediction and hardware-managed cache in the SPE.
Hardware guys jack of to this sort of thing, because they don't have to write software for the damn things. That's
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Basically, the Cell is an 8way chip designed around having smart programmers and smart compilers that optimise for it. You can't make a desktop CPU based like this because you need to run old software fast but when starting over you can go for it.
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Unfortunately, the only compiler that can produce decent code for the Cell is the most complex, expensive, and undependable compiler on the market today.
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And occasionally they have to put out, you know, stuff so that the people who hired them think they're actually working.
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"Here is how it works. I will walk around with large empty binders for a couple weeks. At the end of the couple of weeks, I will call your buisness a failure and give you the bill."
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So is a GPU. So is a DSP. So is an FPGA. So is an ASIC.
There have always been ICs that are "insane" compared to CPUs - the CPU's power comes not from its raw performance, but in its ease of programmability
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I see your 6200 and raise you a Tamagotchi.
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O rly? [nvidia.com]
(Yes, I'm aware that the 6200 isn't CUDA-compatible. And yes, I'm aware that CUDA doesn't compile all the code to run on the GPU. It is getting closer, however...)
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See, it's such an integrated version of what we've been doing for years, that I would call it a revolution... not to mention the education possibilities it opens. Technologically, it takes these different facets of computing-- Supercomputers using high-bandwidth interconnects (turns into 25/30 GB/s IOIF and 300 GB/s EIB), GPUs using separate superscalar vector processors +
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This is only true in the sense that unified libraries or processes need to be conceived and/or developed before it becomes easy to take advantage of the more complex architectures. This can be seen in the history of GPUs where originally it took specialized knowledge of the specific GPU to get the most out of it, but now standardized APIs have been developed which allow
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No it won't, because to take advantage of the Cell you have to write parallel code. Any way you slice it, that's always going to be inherently harder than writing single-threaded code.
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Incorrect. Your program must compile to parallel instructions, important and not very subtle difference. This can be hidden by a good library. The most you should be expected to be able to do is manage threading, which exist in most architectures out there. The fact that a thread would be run on an SPE rather than a general purpose CPU should be transparent with the right APIs. The SPEs are turing complete and so should
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The graphics pipeline is much more rigid and simple, compared to trying to best make use a multi-threaded architecture. Not all algorithms are parallelizable; most are serial. Sure you split the general execution of your game loop using N cores up into streaming, render, physics, audio, input, and AI, but each of the sub-components are still relatively single-threading without adding further complications about dealing with multi-t
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They are selling Cell based servers, blade or otherwise, because the cell processor was designed with Scientific Computing in mind. For those that don't know this is the category of computing that is done on all Super Computers at this time. IBM is hoping to replace the current generation of x86/Power based super computers, and super clusters, with Cell based clusters. The current top rank Supercomputer is capable of 367 teraflops peak using 131072
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Its pretty clear that you are not involved in any projects requiring real-time voice recognition of hundreds of datastreams simultaneously then. This is the only realistic architecture for that kind of task. Its also pretty good for many kinds of massive database processing, such as might be required for real-world artificial intelligence, such as face recognition from poor cctv pictures, and problems such as computi
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Serious problems? I should say so. (Score:4, Funny)
Yeah, I sure do - it's about good news for the PS3.
That can't be right.
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Not so easy or useful. (Score:2)
I am sure that eventually their will be some tool-kits that will optimize some common tasks for the SPEs but will not easy.
My guess is that it will be a few years before any game really uses the Cell to the max.
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I'
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I disagree that message passing and MPAR will give a lot if insight into optimal 9-way "SMP" design. MPAR algorithms typically assume "sufficient" nodes. 9 is quiet discrete.
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Sony Hype Machine (Score:2, Informative)
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http://en.wikipedia.org/wiki/RSX_'Reality_Synthes
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The RSX does have Vertex Processing Units, 8 to be specific, which are the primary Sources for geometry calculations. Its true that the Cell *can* do these calculations, and can actually do them quite well, but it can not do even half of what the RSX is capable of, even discounting all the other tasks the Cell would typically be handling.
It's again true that the Cell *can* do Pixel calculations, and again it actually does the calculations quite well, how
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Both Sony and Squeenix need to be taken down a notch or two.
To be fair, Square Enix has titles for both the PS2 and Gamecube, though not the same ones. They've said within the past couple years that they'd like to go more multiplatform. There are new Crystal Chronicles games in development for the DS and Wii. And I don't think that they've definitively chosen a console for the next Kingdom Hearts game. They have a lot more titles other than just Final Fantasy.
But I get your point. I'll take my ti
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This might change a bit, with the RPG scene looking better on the 360 (with Blue Dragon and whatnot), but Microsoft's presence in Japan is still minimal, and Japan is still where nea
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I remain EXTREMELY skeptical about Cell's vector performance being leveraged in the ways Sony keeps claiming. Your statement about Microsoft is very true. Personally I'm rooting for Nintendo to come back in a big way, although I don'
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I think it's worth it, for all that it does, but I don't have the $599 right now.
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As for "going to buy my fucking Wii", I'm going to wait a few months until it's cheaper, which is the nature of these sort of beasts. My worl
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The chip we've been dreaming of for years (Score:5, Interesting)
As game developers we spend a huge amount of our time 1) organizing data 2) feeding that data to someplace to operate on it 3) sending that data back to step one to repeat the process
Cell's design makes our lives vastly simpler. It is an absolute dream to work with.
The insanely high floating point power is what is talked about most with the Broadband Engine, but it is the memory architecture that is the best part of the architecture. The internal ring bus allows us to write code that hide memory latency.
Writing for Cell is extremely straightforward. You have each SPU setup to operate on three regions of internal memory: 1) Static data 2&3) doubled buffer of dynamic data. Data is being fed into one buffer while the SPU operates on the other. With this setup optimal Cell code has all available SPUs plowing through data with very little latency from the memory subsystem.
In many ways it is very similar to writing old style code where you got your data into the chips cache, operated on it, and then wrote that data back out to main memory or somewhere else. But with Cell you now have total control of how the data is loaded into your cache due to the SPU ability to scatter DMA into local memory, and you have the internal ring bus to pass data around to other SPUs instead of having to go out to slow main memory, and of course you have 6-8(depending on the hardware you are using) SPUs all running in parallel.
It is wonderful that every PS3 is setup to easily allow install Linux and have access to the Cell devkit. There is a wonderful world beyond the archaic x86 architecture just waiting for you.
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Yes, it's ideas introduced with the PS2, taken to the "next level". SPE's instead of the VU's
single precision floating point rounding error??? (Score:2)
As game developers we spend a huge amount of our time 1) organizing data 2) feeding that data to someplace to operate on it 3) sending that data back to step one to repeat the process
I assume that most of this "operating on it" involves floating point operations on triangles.
And I suppose that most of the results are essentially triplets of eight bit RGB [red, green, blue] values [i.e. your results are expressed in 24-bit color], and I assume that you rarely venture much beyond screen sizes of about 16
Thanks! And a request... (Score:2)
I realize it's a really big [as in REALLY BIG] subject, but do you know of any books that treat this sort of thing very well?
Also, because the Cell can perform so many single-precision floating point operations in parallel, do you know of any good texts which concentrate on the theory of the parallelization of common floating point algorithms [or, better yet, on the provability of the NON-existence of parallelization of floating point algorithms]?
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Animating objects like characters and such have all of their calculations performed in their local co-ordinate space before the result is transformed into world space.
Most also use the scale of 1.0f = 1M, so you'll be going on for a few KM's before
Unbiased Source (Score:3, Insightful)
Which is a game that is published by Sony developed by a company that is owned by Sony
What's next "Bungie, the Developers of the XBox 360's highly anticipated shooter Halo 3, have announced that the XBox 360 is Super Powerful and that Sony Rapes Babies!"
I want to hear from EA, Ubisoft, Activision and Sega (ie. companies which have little interest in the platform) on which is easy/hard to develop for; so far EA has said that next-gen development is insanely expensive.
Mod Parent Up! (Score:2)
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Well, maybe I would have left out the "raping babies" comment, and that would have probably been at least slightly better.
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Of course, they're so far up Sony's ass you'd have to dig in there with that drill made from unobtainium from that horrible movie "the core" to find them.