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Author Topic: Lair Dev: PS3's Cell is 'Limitless'  (Read 183 times)

epsilon72

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Lair Dev: PS3's Cell is 'Limitless'
« on: April 16, 2007, 08:43:00 AM »

Limitless? I don't think so.  Besides, it's limits don't matter when no one even tries to utilize the cell's full potential at all.

I would like to see games developed for the PS3 and then ported to the 360 though, but I don't know if that's going to happen.
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bucko

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #1 on: April 16, 2007, 08:46:00 AM »

Erm because it's only been out 4 or 5 months. You will never get the full potential out of the Wii or 360 either, because the next round of consoles will come out within 3-5 years leaving the console with a short life span. The trouble is you want this to happen, because games would get to a point were they can't do new things, so they would get boring and people wouldn't buy consoles.
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throwingks

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #2 on: April 16, 2007, 08:50:00 AM »

The RAM and RSX have limits, so the Cell CPU can be as powerful as it wants, it doesn't matter.

Maybe if the Cell is used with different components or in a computer, then it could be limitless. But, as far as the PS3 goes, this isn't even interesting.
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batmike1990

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #3 on: April 16, 2007, 09:21:00 AM »

QUOTE(epsilon72 @ Apr 16 2007, 03:50 PM) View Post

Limitless? I don't think so.  Besides, it's limits don't matter when no one even tries to utilize the cell's full potential at all.

I would like to see games developed for the PS3 and then ported to the 360 though, but I don't know if that's going to happen.


well think back to resi evil 4, it was a gamecube release which in technical terms was far superior to the ps2, they ported it to ps2, altho it was a good job, lacked here and there

in my opinion the 360 will either match or possibly advance that simply because its a better machine
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Nytemunkey

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #4 on: April 16, 2007, 09:30:00 AM »

lol, what good is the processor going to do? You plan on buying a PS3 to run SETI@home all day? Please, how do they expect to beat 360 in graphics if the GPU isnt even as good as the 360 GPU. Make the processor as fast as you want, that will only make your machine so expensive no one wants it, oh wait....
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batmike1990

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #5 on: April 16, 2007, 09:35:00 AM »

QUOTE(Nytemunkey @ Apr 16 2007, 04:37 PM) View Post

lol, what good is the processor going to do? You plan on buying a PS3 to run SETI@home all day? Please, how do they expect to beat 360 in graphics if the GPU isnt even as good as the 360 GPU. Make the processor as fast as you want, that will only make your machine so expensive no one wants it, oh wait....


preatch brother! cool.gif  cool.gif  cool.gif
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KAGE360

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #6 on: April 16, 2007, 10:03:00 AM »

in no way am i saying that the ps3 is weak, but i find it amusing that the only developers to go out of their way to compliment the ps3 so much are ps3 exclusive developers.  first Brian Hastings from Insomniac and now this.
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Looouky

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #7 on: April 16, 2007, 10:28:00 AM »

This worries me a little cause 1 it be interesting to find out how much graphic processing the cell is doing to help out the RSX. We all know the RSX is not as good as the GPU in the 360, but it is still putting out some impressive graphics, which leads me to think the Cell is helping it a lot.

The other thing that worries me is that although the 360 is a great console, it is a hardware nightmare. I am an xbox fanboy and I'll tell you first hand that the XBOX 1 was supper reliable when we compare the 360 to it. There is only so much bullshit customers will take. MS would be beating wii sales if they would of been able to put out reliable consoles, I think MS is going to kill themselves this generation. As matter of fact both MS and Sony are shooting themselves in the foot and giving this console race away to Nintendo for free.
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Nytemunkey

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #8 on: April 16, 2007, 12:05:00 PM »

Can't really argue that Nintendo is benefiting from this mess sony and MS has on their hands.  I think MS is in a better position to get themselves back on their feet. As apposed to sony which has A LOT more work to do.
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spinr34

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #9 on: April 16, 2007, 01:54:00 PM »

QUOTE(Nytemunkey @ Apr 16 2007, 08:37 AM) View Post

lol, what good is the processor going to do? You plan on buying a PS3 to run SETI@home all day? Please, how do they expect to beat 360 in graphics if the GPU isnt even as good as the 360 GPU. Make the processor as fast as you want, that will only make your machine so expensive no one wants it, oh wait....


my ps3 runs folding@home all day. although, i got tired of seeing my ps3 on so i turned it off last night sad.gif other than folding@home though i've never really used it. i've played resistance twice. downloaded some useless crap off the playstation store. beat gt:hd in an hour and that was about all i did on it. tried to watch the included bluray disc but it froze 15 mins through sad.gif
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m_hael

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #10 on: April 16, 2007, 06:44:00 PM »

his statement definitely has merit despite people on heres opinions.... there are a few elements that no one here as yet understands.

Cell is, as many of you know (and if you do skip this paragraph), a combination of a dual threaded PPU with 8 SPU's. The Cell within the ps3 is limited to 7 to bring yield up and a further 1.5SPU's are used by the system itself providing the "console" programmer with access to 5.5. If the proper system is used then 5.5 can actually be used.

Given 5.5 SPU's each with 256kb of memory on chip with zero latency the programmer is capable of essentially writing a script for an spu. That script will run with little or no input from the PPU. Consider this example running on the Xenon (xbox 360).

you want to render a character in the range of 20,000 polygons. He animates, he has advanced lighting, he uses morphing for his muscles & facial expression and he's being rendered in split screen. So we have

Morph Each Vert - on the CPU
Skin (animate) Each Vert - on the CPU


Render 20,000 polys for Viewport 0's shadow - directly on the GPU
Render 20,000 polys for Viewport 0's main - directly on the GPU

Render 20,000 polys for Viewport 1's shadow - directly on the GPU
Render 20,000 polys for Viewport 1's main - directly on the GPU

so from the "systems" point of view (POV) you've passed over the entire vertex set twice with progressively more complex systems. You then send that data to the GPU four times to render shadow & main viewport for each viewport.

Now consider that the system will normally not render faces we can't see (facing away). For an average model around 50% of the faces cannot be seen. Sadly a GPU cannot tell if a face can be seen or not until its actually processed the verts themselves.

If we assume each poly uses 3 new verts then we have the following data pattern.

2x60,000 verts processed on the CPU
4x20,000 polys rendered, touching 240,000 verts in the process - on the GPU.

factoring in that we can't see 50% of the faces we have

2x60,000 verts processed on the CPU
4x20,000 polys rendered, touching 240,000 verts in the process, rendering 4x10,000 polys.

120,000 vert processes on CPU
80,000 polys rendered using 240,000 vertex accesses.

The CPU has limitations. All its memory access goes through a shared L2 cache (1MB) meaning even if we move this process off to a different thread the execution of this code WILL both affect the other threads (Slow them down) AND be affected by other threads itself. In short it will be memory access bound across the board.

Further to that the GPU has to read each element of a vertex into its local cache before it can decide to render or not. Assume each read of a parameter takes 1 cycle, most polys use at least (Position, Normal, Binrm, UV's, Cols) so conservatively we'd be seeing 5 attributes read in... 5 cycles per vertex.'

These numbers are building.... in short its not a quick process.

Now - consider leveraging a single SPU to do this work.


Morph Each Vert - on an SPU
   requires the data to be DMA'd in from main memory (zero cache problems)
Skin (animate) Each Vert - on the SPU at the same time
   data is already in the local spu memory, no dma required, no cache issues

now consider that the spu itself is faster at executing vector code in general so the above processing without memory concerns is already at least twice as fast as the PPU on both machines. Factor in zero memory latency and what you end up with is the same process as 360, running twice the speed with zero memory issues and having zero affect on any and all other code running on the system - its quick.

It gets better.

The spu's are great at data processing as exemplified above. Previously we would have sent all 80,000 polys to the GPU for rendering BUT the spu's can help out here. We already stated that roughly 50% of the verts can't be seen as they face the wrong way.... the spu can remove these verts VERY quickly with no issues and no affect on any other system. So at the cost of a small amount of spu time we remove all the polys we cannot see and upload to the GPU only what actually needs to render.

Using this type of setup the SPU's can be used to help out the GPU. Because the SPU's are so versatile I would predict that within a few generations of games we'll start seeing graphics more advanced on ps3 than we will on 360.

SPU's are a very under-utilised element of ps3 in current gen games and those that do use them use them in almost niave ways; we will get better.





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m_hael

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #11 on: April 17, 2007, 03:52:00 AM »

lol - I was one of those developers  pop.gif
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death trap

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #12 on: April 17, 2007, 07:46:00 AM »

I have no doubt that the cell can help with the graphics.  it just seams a bit pointless + it sounds like it creates extra work for devs.

whats the point of having a graphics chip if your going to offload its work onto the cpu.  my understanding of how sysems work is that the gpu is there to take the strain off the cpu by doing all the graphics caluclations leaving the cpu free to do physics and other magical calculations.

personally i think sony have fucked up when designing the ps3,  yeah sure the ps3 has some powerfull components but it also has some gapeing holes.  the system has great potential, im just worryed that sony may have made it to hard to unlock.

im sure the full power of ps3 will be realized one day but it may be too late by then.
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Foe-hammer

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #13 on: April 17, 2007, 12:43:00 PM »

QUOTE(ConteZero76 @ Apr 17 2007, 12:32 PM) View Post

The other thing is that that stupid story of a 1,5 SPU used... it's been debunked, it was something it (maybe) was on some bios alpha version, now programmers get 6 SPU for the whole time... and it is confirmed by programmers.

Before you go putting your foot in your mouth, realize that Michael is a prof developer for EA Chicago and has more credentials on the subject then internet junkies.
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m_hael

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Lair Dev: PS3's Cell is 'Limitless'
« Reply #14 on: April 17, 2007, 01:26:00 PM »

when defining "access" or "no access" with respect to SPU's you're missing something....

1.5 spu's used by the system means that the second of those spu's is only "sometimes" used, meaning half the time the programmer has access to it.

Its a little like saying a game running on an average windows pc has around 95% of its cpu resources available to the game. What this means is the 5% is used by the system.

processors are almost always mutli-threading... spu's can mutli-thread just like any other unit.
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