xboxscene.org forums

Author Topic: Ps3 Rsx Speeds  (Read 165 times)

mouth_uk

  • Archived User
  • Newbie
  • *
  • Posts: 4
Ps3 Rsx Speeds
« on: June 06, 2006, 05:35:00 AM »

I am finally the proud owner of a 360 and pissed myself laughing when I read this:
http://www.theinquirer.net/?article=32171

All my friends are holding out for a PS3 which is likely to be half the performance of the 360. Idiots!!

Anyway I'm hoping someone can help me understand the technical details of this article.

QUOTE
.......With the movie selection still making my brain throb from the glances I caught, I furiously took notes on what the source was saying. He started out saying that the RSX can only write about half as much vertex data as it can fetch, not an ideal situation by any stretch, but survivable.

Then came the horrible news, RSX appears to be limited to setting up 275 Million triangles/second, anemic compared to the 500+ million in XBox360. When asked about this apparent thumping dished out by MS, the reply from one notable ISV relations boffin was a terse 'What a Piece of Junk'. Talk about a steak in the heart.

Half the triangle setup capability in the PS3, could things get worse? Yes, far far worse, how about another disparity of three orders of magnitude? No, I am not joking, looking at Sony's own figures, Cell appears to be pretty badly broken.

For main memory, it looks like Cell has about 25GBps of main memory bandwidth, and RSX is about 15-20GBps. Achievable bandwidth is between about two thirds of that and nearly 100%, clearly the elves in the caves surrounding Rambus central did something right with XDR. That is the happy news.

For local memory, the measured vs theoretical bandwidth is missing, I wonder why? RSX is at a solid 22.4GBps for both read and write, good job there green team. Then comes the blue team with Cell. Local memory write is about 4GBps, 40% of the next slowest bandwidth there. Then comes the bomb from hell, the Cell local memory read bandwidth is a stunning 16MBps, note that is a capital M to connote Mega vs a capital G to connote Giga. This is a three order of magnitude oopsie, and it is an oopsie, as Sony put it "(no, this isn't a typo...)".

If you can write at 250x the read speed, it makes Cell local memory just about useless. That means you do all your work out of main memory, and the whole point of local is, well, pointless. This can lead to contention issues for the main memory bus, and all sorts of nightmarish to debug performance problems. Basically, if this Sony presentation to PS3 devs shown to us is correct, it looks like PS3 will be hobbled in a serious way.

The next slide goes on to say "Don't read from local memory, but write to main memory with RSX™ and read it from there instead", and repeats the table numbers. This is very very bad. The number of times the presentation goes on to say that it is correct, and the lack of anything like "this will be fixed by production steppings, so take measures X, Y and Z" say to me that it is not a fixable snafu. Remember at E3 when I said that the PS3 demos there were object sparse? Any guesses why?

Someone screwed up so badly it looks like it will relegate the console to second place behind the 360. All the devs I talked to were lukewarm on the 360 architecture but universally negative on the PS3. Revelations like this go a long way to explain why you keep hearing about simmering problems from the Sony devs.

You end up with a console with half the triangle setup rate of the 360, a crippled CPU that is a bitch to program, and tools that are atrocious compared to the 360. To make matters worse, you have an arrogant set of execs telling us that twice the price is worth it for half the power, a year late. If it isn't already too late, Sony had better do something about this recto-cranial inversion or it may very well sink the console. µ


a) what are triangles per second?

(IMG:style_emoticons/default/cool.gif) what is cell?

c) I understand there's some form of bottle neck, caused by cell ratio. Could someone dumb this down for me?


Thank you in advance.

This post has been edited by mouth_uk: Jun 6 2006, 12:38 PM
Logged

No_Name

  • Archived User
  • Hero Member
  • *
  • Posts: 562
Ps3 Rsx Speeds
« Reply #1 on: June 06, 2006, 06:15:00 AM »

Are you telling me you have NO idea what a triangle is??

A triangle is a 3 sided shape you have to have seen one in school at some point.

OK What the triangles per second thing is, its the number of triangles the GPU (graphics processing unit) can draw on screen in 1 second. The more the better here high numbers = good low = bad

Next the cell is the name for the processor or CPU (central processing unit) that will be used in the PS3.

3: No there is not just "A" bottleneck there are alot of them.

This post has been edited by No_Name: Jun 6 2006, 01:15 PM
Logged

amb7247

  • Archived User
  • Sr. Member
  • *
  • Posts: 290
Ps3 Rsx Speeds
« Reply #2 on: June 07, 2006, 06:36:00 PM »

good article. Make me think the Wii could outperform the PS3 LOL.  rolleyes.gif
Logged

juan_2006

  • Archived User
  • Full Member
  • *
  • Posts: 212
Ps3 Rsx Speeds
« Reply #3 on: June 07, 2006, 07:19:00 PM »

Logged

Flexmaster Frag

  • Archived User
  • Full Member
  • *
  • Posts: 248
Ps3 Rsx Speeds
« Reply #4 on: June 07, 2006, 09:45:00 PM »

Logged

mouth_uk

  • Archived User
  • Newbie
  • *
  • Posts: 4
Ps3 Rsx Speeds
« Reply #5 on: June 08, 2006, 04:32:00 AM »

Here's a polite and clear response:

QUOTE
If it's true it means that they are having problems getting the
performance of the graphics card up to spec so it can draw
sufficiently detailed pictures at a high enough frame rate. And also
problem with the CPU which is a Cell Processor - a very different
architecture to other CPUs. If the performance of both the CPU and the
graphics chip are sufficiently less than the Xbox360 and it costs so
much more they may well be in trouble.

I know people who have developed for the PS2 and a lot of the other
criticisms in the article, that the platform is incredibly difficult
to write code for compared to other consoles and that the development
tools provided by Sony to game developers so that they can code for
the console are crap were also true for the PS2.
Logged

KAGE360

  • Archived User
  • Hero Member
  • *
  • Posts: 2445
Ps3 Rsx Speeds
« Reply #6 on: June 08, 2006, 05:47:00 AM »

already posted by me days ago...

http://forums.xbox-scene.com/index.php?showtopic=518153

and yes i saw the article at gameindustry.biz myself and i will be the first to admit when i posted wrong info.  well while my source wasnt entirely accurate, the slide was.  it was just a misunderstanding because the slide labeled the video memory as "local memory" and these were the read, write speeds for the Cell to the local memory not the main system memory.  

while this does clear up some confusion, it still doesnt explain anything about the estimated ps3 poly count which i would still like to know.  

also the there is part of the article which states about how the ps3 and 360 will end up being the same in programming (he also refers to difficulty which makes me question how much he really knows) which further proves that this wont be a technology battle like sony originally stated.
Logged