intel quad core vs CELL

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Jekken6

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#101 Jekken6
Member since 2008 • 2642 Posts

[QUOTE="ZuluEcho14"]

[QUOTE="600pc"] PROVE IT !!!! ronvalencia

Quad Core can play this

http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg

Teh Cell cannot. :P

Intel Core i7 can play Crysis at lowest details and 480p about 7 FPS (beating Intel's IGP) via Microsoft Warp10 JIT software renderer.

Exactly. An i7 or quad core are not graphics renders. You need a really good GPU, RAM and processor to get Crysis looking like that, not just a processor

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Pariah-

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#102 Pariah-
Member since 2009 • 787 Posts

Quad Core can play this http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg Teh Cell cannot. :PZuluEcho14

The Cell's SPUs can handle Crysis just fine. The problem is a lack of memory--which isn't inert to the chip. The same goes for the Quad Core.

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Jekken6

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#103 Jekken6
Member since 2008 • 2642 Posts

[QUOTE="ZuluEcho14"]Quad Core can play this http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg Teh Cell cannot. :PPariah-

The Cell's SPUs can handle Crysis just fine. The problem is a lack of memory--which isn't inert to the chip. The same goes for the Quad Core.

Read my above post. Games cannot run on processor alone (yet).

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Pariah-

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#104 Pariah-
Member since 2009 • 787 Posts
Read my above post. Games cannot run on processor alone (yet).Jekken6
No one said otherwise. Stating that a component has the benchmark performance to contribute to the game's rendering isn't conducive to saying it's the only thing that's need to make it run.
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ronvalencia

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#105 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ZuluEcho14"]Quad Core can play this http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg Teh Cell cannot. :PPariah-

The Cell's SPUs can handle Crysis just fine. The problem is a lack of memory--which isn't inert to the chip. The same goes for the Quad Core.

What's thePS3 CELL's Quake III Arena's FPS again?

http://www.gametrailers.com/player/usermovies/23663.html

Intel GMA 500 playing Quake III Arena

http://www.youtube.com/watch?v=jKxlPfUij9s

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imprezawrx500

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#106 imprezawrx500
Member since 2004 • 19187 Posts
for crushing numbers the cell for everything useful intel.
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Adrian_Cloud

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#107 Adrian_Cloud
Member since 2006 • 7169 Posts
I'm not exactly sure, but i'm pretty sure that the Cell has a pretty unique architecture where it can be used kinda like a GPU. It handles some of that code and does the A.I, physics, general purpose code. So i think thats pretty impressive, and i guess they had to make it that way since the RSX is mediocre. With that said if Sony,Toshiba and IBM put some more R&D into the Cell for the PS4, the PS4 might not even need a GPU. Reducing costs and making it easier to program for because that would mean you would only have to code in one language(C,C++....and w.e other ones exist). Any thoughts?
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AnnoyedDragon

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#108 AnnoyedDragon
Member since 2006 • 9948 Posts

Fold@Home CPU has a different work type compared to GPU2 and CELL. GPU2 and CELL Fold@Home clients are similar.ronvalencia

I know, which is why folding at home performance shows both native and x86 TFLOP contribution, showing a score suitable for their contribution despite differences in calculations done. That said that chart I gave is a old one, I said it's from the beta client when CUDA was first introduced to Folding@Home.

you cant use folding at home because if u actually look at the number of ps3's to pc and who is breaking down the most proteins the ps3 was at the top...

here is a link to show u what i mean just read towards the bottom http://folding.stanford.edu/English/FAQ-PS3#ntoc7

stereointegrity

Instead of reading old articles how about looking at the most recent contribution figures?

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ronvalencia

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#109 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="Adrian_Cloud"]I'm not exactly sure, but i'm pretty sure that the Cell has a pretty unique architecture where it can be used kinda like a GPU. It handles some of that code and does the A.I, physics, general purpose code. So i think thats pretty impressive, and i guess they had to make it that way since the RSX is mediocre. With that said if Sony,Toshiba and IBM put some more R&D into the Cell for the PS4, the PS4 might not even need a GPU. Reducing costs and making it easier to program for because that would mean you would only have to code in one language(C,C++....and w.e other ones exist). Any thoughts?

Refer to http://research.scea.com/ps3_deferred_shading.pdf 5 SPEs equals 20 pipelined enabled Geforce 7800 GTX in pixel shader, but a GPU includes more than just shaders e.g. thousand of threads(store thousand register data next to ALUs), Early-Z Cull, Z-Cull, Textures, Filters, Blends, AA,, NVIDIA Pure-Video/ATI UVD, Tessellation unit(ATI), Global illumination unit (ATI) and 'etc'. Without speacalised units, stream processors has to emulate them, thus reducing the compute resource.
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adamosmaki

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#111 adamosmaki
Member since 2007 • 10718 Posts

you cant compare them directly. Is like trying to get 10 people in a place with a car that has a maximum speed of 200km and a fast motorbike that reach 300km. With the car you will do the route 2 times taking you total 20minutes while with the bike you will do the route 5times taking you total 37.5 minutes. Now if you only wanna take 1-2 persons sure the bike is faster. All i'm trying to say is a quad core is more efficient and most software including games is written a way that a dual core or quad core x86 cpu is faster than the cell.

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Tiefster

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#112 Tiefster
Member since 2005 • 14639 Posts

Depends what you're doing. The type of processing in standard processors are designed to tackle a wide range of applications and functions while the Cell's architecture is more suited for number crunching if we're talking about the Cells being used outside of PS3.

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lhughey

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#113 lhughey
Member since 2006 • 4890 Posts
Do you know how quickly technology changes. Intel by a mile.
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loco145

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#114 loco145
Member since 2006 • 12226 Posts

The Cell can do some stuff that the Quad isn't designed for, like video decoding. But for general purpose processing there's no competition: the Quad murders the cell. Hell, even an early C2D would murder the Cell (im assuming the one inside the Ps3).

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markop2003

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#115 markop2003
Member since 2005 • 29917 Posts
I seem to remember the cell is more powerful but more restricted
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HuusAsking

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#116 HuusAsking
Member since 2006 • 15270 Posts

[QUOTE="ronvalencia"]Fold@Home CPU has a different work type compared to GPU2 and CELL. GPU2 and CELL Fold@Home clients are similar.AnnoyedDragon

I know, which is why folding at home performance shows both native and x86 TFLOP contribution, showing a score suitable for their contribution despite differences in calculations done. That said that chart I gave is a old one, I said it's from the beta client when CUDA was first introduced to Folding@Home.

you cant use folding at home because if u actually look at the number of ps3's to pc and who is breaking down the most proteins the ps3 was at the top...

here is a link to show u what i mean just read towards the bottom http://folding.stanford.edu/English/FAQ-PS3#ntoc7

stereointegrity

Instead of reading old articles how about looking at the most recent contribution figures?

FTR, that chart does not separate single-processor from multi-processor results. Also, SMP clients gets different workloads than those of the single-processor, PS3, and GPU clients (they get the heavy jobs that require lots of high-precision math--GPUs are fast but currently lack enough precision, and older CPUs are simply too slow for the beasts being assigned).
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AnnoyedDragon

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#117 AnnoyedDragon
Member since 2006 • 9948 Posts

FTR, that chart does not separate single-processor from multi-processor results. Also, SMP clients gets different workloads than those of the single-processor, PS3, and GPU clients (they get the heavy jobs that require lots of high-precision math--GPUs are fast but currently lack enough precision, and older CPUs are simply too slow for the beasts being assigned).HuusAsking

I linked to the section of their website that explained how the differences are handled for fairer comparison.

At that particular task the Quad beat Cell, but the point was that it was just one of many different tasks that can be used for comparison purposes. People are focusing far too much on that old chart and not paying attention to the main point I was making.

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Velocitas8

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#118 Velocitas8
Member since 2006 • 10748 Posts

you cant use folding at home because if u actually look at the number of ps3's to pc and who is breaking down the most proteins the ps3 was at the top...

here is a link to show u what i mean just read towards the bottom http://folding.stanford.edu/English/FAQ-PS3#ntoc7stereointegrity

Irrelevant..and you obviously don't understand the figures you're looking at.

If every one of those PCs were equipped with a Q6600 and folding for the same durations as the PS3 clients, the PC client figures would be beating out the PS3 figures by a landslide (based on the folding performance chart.)

Not everyone has such a processor, though. The average PC is running with a low/mid-range Core 2 Duo, at best (and I may be overestimating a bit with that.)

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DeckardLee

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#119 DeckardLee
Member since 2009 • 859 Posts

Core i7 pwns both :D

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Next-Gen-Tec

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#120 Next-Gen-Tec
Member since 2009 • 4623 Posts

[QUOTE="600pc"][QUOTE="Fizzman"]

Intel bya mile.

ZuluEcho14

PROVE IT !!!!

Quad Core can play this

http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg

Teh Cell cannot. :P

Dual core can play that.

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ronvalencia

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#121 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="Pariah-"]

[QUOTE="ZuluEcho14"]Quad Core can play this http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg Teh Cell cannot. :PJekken6

The Cell's SPUs can handle Crysis just fine. The problem is a lack of memory--which isn't inert to the chip. The same goes for the Quad Core.

Read my above post. Games cannot run on processor alone (yet).

Depends on the game.

Smooth and playable OpenGL game running on Swiftshader 2.01 Direct3D 9b JIT software renderer on Intel Core 2 Duo T7500 2.2Ghz with 4MB L2 cache. Works well on Windows Terminal Server, Windows Remote Desktop, Virtualbox, VirtualPC and VMWARE.

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ronvalencia

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#122 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="kidcool189"][QUOTE="600pc"] PROVE IT !!!! 600pc
you prove otherwise

3.2 GHz Cell with 8 SPEs delivering a performance equal to 100 GFLOPS on an average double precision Linpack 4096x4096 matrix.(wikipedia)

Refer to http://www.netlib.org/lapack/lawnspdf/lawn175.pdf It's using 32bit FP to obtain 64bit FP.

Note the rounding modes.

Anyway, Lawn's Xeon's complier optimization only indicated "-03" (or /03).

For specfic Intel Core 2 based optimizations I ussualy enable

1. Intel CoreTM 2 Duo Processor (/QaxT) for "Use Intel Processor Extensions"

2. Intel CoreTM 2 Duo Processor (/QxT) for "Require Intel Processor Extensions"

3. Enable Parallelization (/Qparallel)

4. Loop Unrolling set to automatic.

5. Enable "Global Optimations". 6. Enable Fast(/Qfp-speculationfast) Floating Point Speculation.

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HuusAsking

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#123 HuusAsking
Member since 2006 • 15270 Posts

[QUOTE="600pc"][QUOTE="kidcool189"] you prove otherwiseronvalencia

3.2 GHz Cell with 8 SPEs delivering a performance equal to 100 GFLOPS on an average double precision Linpack 4096x4096 matrix.(wikipedia)

Refer to http://www.netlib.org/lapack/lawnspdf/lawn175.pdf It's using 32bit FP to obtain 64bit FP.

Note the rounding modes.

Anyway, Lawn's Xeon's complier optimization only indicated "-03" (or /03).

For specfic Intel Core 2 based optimizations I ussualy enable

1. Intel CoreTM 2 Duo Processor (/QaxT) for "Use Intel Processor Extensions"

2. Intel CoreTM 2 Duo Processor (/QxT) for "Require Intel Processor Extensions"

3. Enable Parallelization (/Qparallel)

4. Loop Unrolling set to automatic.

5. Enable "Global Optimations". 6. Enable Fast(/Qfp-speculationfast) Floating Point Speculation.

That chart forgets one important thing: how big of a float can it handle in hardware. Some things require double-precision floats.

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Pariah-

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#125 Pariah-
Member since 2009 • 787 Posts
What's thePS3 CELL's Quake III Arena's FPS again?ronvalencia
I'm confused as to what kind of point you're trying to make here. Memory that's native to the chip isn't going to prove greater processing efficiency.
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Puckhog04

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#126 Puckhog04
Member since 2003 • 22814 Posts

Intel by far.

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ronvalencia

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#127 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]What's thePS3 CELL's Quake III Arena's FPS again?Pariah-
I'm confused as to what kind of point you're trying to make here. Memory that's native to the chip isn't going to prove greater processing efficiency.

Refer to http://www.gametrailers.com/player/usermovies/23663.html

Note the Quake3's frame rate.

Running Quake3 on Swiftshader 2.01 (supports up to SSSE3) Direct3D 9b JIT software renderer+MESA OpenGL-to-Direct3D bridge (MesaWin Version 6.0) on

1. Intel Core 2 Duo T7500 (Mobile) 2.2Ghz (~35 watts) with 4MB L2 cache was smooth i.e. ~32 FPS (Demo001, Normal Settings at 640x480).

2. Intel Core 2 Duo P9500 (Mobile) 2.53Ghz (~25 watts) with 6MB L2 cache was smooth i.e. ~40 FPS (Demo001, Normal Settings at 640x480).

Swiftshader 2.01 is not optimized for SSE4.1/SSE4.2.

http://www.transgaming.com/business/swiftshader/

"SwiftShader is the world's fastest pure software 3D renderer with DirectX® 9.0 features"

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SragentThom

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#128 SragentThom
Member since 2008 • 941 Posts

[QUOTE="ZuluEcho14"]

[QUOTE="600pc"] PROVE IT !!!! TheGreatOutdoor

Quad Core can play this

http://www.game-walls.com/images/crysis/crysis_07_1600x1200.jpg

Teh Cell cannot. :P

I see no problem with the Cell handling Crysis. It is lack of memory that holds the PS3 back from being able to run Crysis. In fact, I think the Cell is the only part of the PS3 that could handle Crysis. I don't think the GPU is powerful enough either.

One word RAM

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Zoso-8

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#129 Zoso-8
Member since 2008 • 2047 Posts
That isn't even a fair comparison. A 2008 Quad Core compared to 2006 or earlier CELL? Come on, at least make it a legit comparison.
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HuusAsking

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#130 HuusAsking
Member since 2006 • 15270 Posts
That isn't even a fair comparison. A 2008 Quad Core compared to 2006 or earlier CELL? Come on, at least make it a legit comparison.Zoso-8
It is, since the Cell is supposed to be ahead of its time, meaning it's supposed to be competitive against future processors.
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DOF_power

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#131 DOF_power
Member since 2008 • 804 Posts

To be honest I have to question the point of Cell in gaming, at least in consoles and PC.

The GPU does what it is good at and the CPU does the same, why do we need a CPU adapted to be a middle ground? It just makes it worse for both areas, it makes a weak GPU and a poor CPU. If you use it for either you rob performance from the other area, Cells ability to do graphics on the PS3 is limited by the typical CPU tasks Cell is also expected to juggle.

The argument of course is to produce a CPU that can do both general purpose work as well as heavy number crunching like a GPU. Frankly I think GPGPU has made it obsolete, it gains similar advantages to Cell but with existing technologies. Instead of designing a whole new architecture to do this why not just distribute work load to the components best at that task?

Sometimes it's not about creating the ideal technology to make something work, it is about using the most practical method.

AnnoyedDragon

A very good post.

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NSR34GTR

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#132 NSR34GTR
Member since 2007 • 13179 Posts
intel
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ronvalencia

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#133 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="Zoso-8"]That isn't even a fair comparison. A 2008 Quad Core compared to 2006 or earlier CELL? Come on, at least make it a legit comparison.HuusAsking
It is, since the Cell is supposed to be ahead of its time, meaning it's supposed to be competitive against future processors.

One problem, AMD already targeting their Firestream products (pro version of Radeons without display connectors) against CELL in the HPC market. AMD and NVIDIA doesn't respect the artificial CPU vs CPU.

Remember

1. PowerXCELL doesn't have the "economic of scale" benefit when compared to AMD's FireStream i.e. it's RV770 is same as Radeon 4800 RV770 equivalent.

2. PowerXCELLdoesn't equal PS3 CELL i.e. not the same core.

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ronvalencia

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#134 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="600pc"] 3.2 GHz Cell with 8 SPEs delivering a performance equal to 100 GFLOPS on an average double precision Linpack 4096x4096 matrix.(wikipedia)HuusAsking

Refer to http://www.netlib.org/lapack/lawnspdf/lawn175.pdf It's using 32bit FP to obtain 64bit FP.

Note the rounding modes.

Anyway, Lawn's Xeon's complier optimization only indicated "-03" (or /03).

For specfic Intel Core 2 based optimizations I ussualy enable

1. Intel CoreTM 2 Duo Processor (/QaxT) for "Use Intel Processor Extensions"

2. Intel CoreTM 2 Duo Processor (/QxT) for "Require Intel Processor Extensions"

3. Enable Parallelization (/Qparallel)

4. Loop Unrolling set to automatic.

5. Enable "Global Optimations". 6. Enable Fast(/Qfp-speculationfast) Floating Point Speculation.

That chart forgets one important thing: how big of a float can it handle in hardware. Some things require double-precision floats.

Unlike SSE, IBM's VMX doesn't support double-precision floats. AMD/ATI Radeon HDs and NVIDIA CUDA 1.3 devices supports double-precision floats (i.e. 64bit FP).
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hiryu3

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#135 hiryu3
Member since 2003 • 7313 Posts

The people are saying core 2 quad because its a good CPU but do any of us truly have enough knowledge of both of them to actually compare?:question:

Ultramarine777
^^ this for me
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ronvalencia

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#136 ronvalencia
Member since 2008 • 29612 Posts

Read my last post because I just explained why the ps3's number crunching ability is applicable to games if developers take the time. We are talking abotu games right? Yeah as a pc the cell could have issues. But the cell isn't in pc's as of yet. The chip in the PS3 was a join design between IBM and Sony to be utilized in the ps3.

That article goes on to explain that if the cell were ever to be used in PC's it could ultimately but it's not being targetted for that as of yet. As far as for what the ps3 is trying to achieve it's more than capable.

All this talk about general processing power and out of order execution is nonsense and just lazy know it all people who don't want to take the time or don't know how to take advantage of the cell or the development tools are not there which i have a hard time believing at this point. When the ps3 was orignally released yes that was an issue, but you are going to see more and more developers come around on the cell processor.

"The downsides of an in-order PPE are minimized as much as possible by making the core only 2-issue, meaning that at best, it could execute two operations in parallel. So, execution potential lost to in-order inefficiencies are minimized in a sense that at least there aren't a lot of transistors wasted on making the PPE an extremely wide chip. A good compiler should be able to make sure that both issue ports are populated as frequently as possible, despite the fact that the microprocessor is in-order. The PPE is also capable of working on two threads at a time, also designed to mask the inefficiencies of an in-order core for general purpose code.

Architecturally, if anything will keep Cell out of being used in a PC environment, it's the PPE. A new Cell with a stronger PPE or an array of PPEs could change that, however."

Walker34

As a stream processor array, there's nothing special about CELL's SPEs. SPE is not the only stream processor array product in the interactive entertainment market. On the PC, these stream processor array products are known as GPUs e.g. AMD/ATI Radeon HD or NVIDIA Geforce 8/9/GT2x0. Remember "ATI" is short for "Array Technologies Incorporated".

Besides the memory, one of the difference between AMD FireStream and Radeon HD 4980 is that FireStream doesn't have display connectors. An add-on card for the PC must add something of the value to the end user or it will end up as PhysX PPU or 3DLabs WildCat VPU (200 GFLOPS from it's programmable stream processors during NVIDIA Geforce FX5900/6800 days).

Remember a stream processor array without a proper middleware support is a dead paper weight.

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ronvalencia

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#137 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="mismajor99"]

The Cell in it's current PS3 configuration is subpar to Intel's and AMD's current lineup, especially for gaming. The Cell in the PS3 is like having an M16 with blanks, It's handicapped by a gross lacking of vram and a proper GPU, so the whole argument is mute to begin with. Simple math is all that has been proven that the cell does well, but it's cores' aren't Porche's, they're more like Hondas.

Walker34

That's a load of crap.

Sorry, "AMD GAME!**" system platform kills PS3.

**AMD's marketing label for it's gaming level AMD CPU, AMD core logic and AMD GPU ecosystem.

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ronvalencia

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#138 ronvalencia
Member since 2008 • 29612 Posts

Already did.. Key word smart developer. Like i was saying not every developer knows everything man, and just the fact you say go ask a developer doesn't mean they knwo what they are talking about. No one knows everything and a lot of developers don't know what they are doign when it comes to the cell. Fact. Or they just don't want to take the time. The fact is the ps3 is perfectly capable for gaming and even moreso if developers take the time.

"In-order microprocessors suffer because as soon as you introduce a cache into the equation, you no longer have control over memory latencies. Most of the time, a well-designed cache is going to give you low latency access to the data that you need. But look at the type of applications that Cell is targeted at (at least initially) - 3D rendering, games, physics, media encoding etc. - all applications that aren't dependent on massive caches. Look at any one of Intel's numerous cache increased CPUs and note that 3D rendering, gaming and encoding performance usually don't benefit much beyond a certain amount of cache. For example, the Pentium 4 660 (3.60GHz - 2MB L2) offered a 13% increase in Business Winstone 2004 over the Pentium 4 560 (3.60GHz - 1MB L2), but less than a 2% average performance increase in 3D games. In 3dsmax, there was absolutely no performance gain due to the extra cache. A similar lack of performance improvement can be seen in our media encoding tests. The usage model of the Playstation 3 isn't going to be running Microsoft Office; it's going to be a lot of these "media rich" types of applications like 3D gaming and media encoding. For these types of applications, a large cache isn't totally necessary - low latency memory access is necessary, and lots of memory bandwidth is important, but you can get both of those things without a cache. How? Cell shows you how.

Each SPE features 256KB of local memory, more specifically, not cache. The local memory doesn't work on its own. If you want to put something in it, you need to send the SPE a store instruction. Cache works automatically; it uses hard-wired algorithms to make good guesses at what it should store. The SPE's local memory is the size of a cache, but works just like a main memory. The other important thing is that the local memory is SRAM based, not DRAM based, so you get cache-like access times (6 cycles for the SPE) instead of main memory access times (e.g. 100s of cycles).

What's the big deal then? With the absence of cache, but the presence of a very low latency memory, each SPE effectively has controllable, predictable memory latencies. This means that a smart developer, or smart compiler, could schedule instructions for each SPE extremely granularly. The compiler would know exactly when data would be ready from the local memory, and thus, could schedule instructions and work around memory latencies just as well as an out-of-order microprocessor, but without the additional hardware complexity. If the SPE needs data that's stored in the main memory attached to the Cell, the latencies are just as predictable, since once again, there's no cache to worry about mucking things up.

Making the SPEs in-order cores made a lot of sense for their tasks. However, the PPE being in-order is more for space/complexity constraints than anything else. While the SPEs handle more specified tasks, the PPE's role in Cell is to handle all of the general purpose tasks that are not best executed on the array of SPEs. The problem with this approach is that in order to function as a relatively solid performing general purpose processor, it needs a cache - and we've already explained how cache can hurt in-order cores. If there's a weak element of the Cell architecture it's the PPE, but then again, Cell isn't targeted at general purpose computing, despite what some may like to spin it as."

Walker34

On CUDA processors, you have multi-thousand registers(e.g. 32768 32bit registers for Geforce 8600GT i.e.8192 32bit registers (32K) per SP) being stored next to ALUs and ithas both software and hardware managed cache.

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Pariah-

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#139 Pariah-
Member since 2009 • 787 Posts
Refer to http://www.gametrailers.com/player/usermovies/23663.htmlronvalencia
That doesn't address the memory issue at all.
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ronvalencia

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#140 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="Pariah-"][QUOTE="ronvalencia"] Refer to http://www.gametrailers.com/player/usermovies/23663.html

That doesn't address the memory issue at all.

I wasn't addressing the memory issue.
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ronvalencia

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#141 ronvalencia
Member since 2008 • 29612 Posts
[QUOTE="Walker34"]

[QUOTE="600pc"][QUOTE="Walker34"]

I've been reading a bunch. Ill see what i can find. I don't get into all the technical crap too much either although i have CS degree.

But my understanding is 1 core and 7 spu's is > quad core pc in straight number crunching scenarios though. It's actually more powerful because of its architecture and the way things are allocated. The difference is that will not translate into the real world right nwo because operating systems and branching is not set up to handle the cell as of yet. The software hasn't caught up. It may never because it's a war and intel and microsoft have their own plans on what they think is better right now and what they can sell.

THANKS FOR YOUR TIME AND INFORMATION!!! that was what i was expecting kind of.

It's a little scary because Microsoft is an american company. It's like the japanese and american car battles of old pretty much. The japanese are coming up with all these v-tek and v stuff and the americans are just plopping multiple cores into a straight line. The japanese probably think we are silly and their math geniuses are probably laughing at us because there is no need to have multiple cores and it's a waste of material. Silly Americans.

The americans will use the general purpose argument and they probably have one, as having multiple cores does have some advantages for raw power, but I tend to think having 1 core and 7 spu's compounds itself to the point, where that advantage is not what it seems like it would be.

NVIDIA is an american company i.e. based in Santa Clara, California. The one would laughing be the company coming from the UK that designs ARM based CPUs.
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killzowned24

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#142 killzowned24
Member since 2007 • 7345 Posts

Problem number 3, I am not using a Cell. None of us are in our PC's, if the cell is the might god chip then were are the innovatinos leading from it? Were is IBM? If the cell really was more powerful why are we not using it? The fact is that it is not.

thegoldenpoo
Well its tech with a modified CELL does help run the fastest supercomputer on earth:)
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#143 DAZZER7
Member since 2004 • 2422 Posts

[QUOTE="thegoldenpoo"]

Problem number 3, I am not using a Cell. None of us are in our PC's, if the cell is the might god chip then were are the innovatinos leading from it? Were is IBM? If the cell really was more powerful why are we not using it? The fact is that it is not.

killzowned24

Well its tech with a modified CELL does help run the fastest supercomputer on earth:)

That is still meaningless. Put enough Cell processors together and hey presto you have the worlds fastest/ floating point super computer. Put C2Qs or I7s together and you achieve the same result. Put enough P4s together and you could feasibly do the same.

Also bare in mind, the reason the Cell is used is because of its cost effectiveness for achieving high numbers in floating point operations, not because it is some artifact with hidden power!! :lol:

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killzowned24

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#144 killzowned24
Member since 2007 • 7345 Posts

[QUOTE="killzowned24"][QUOTE="thegoldenpoo"]

Problem number 3, I am not using a Cell. None of us are in our PC's, if the cell is the might god chip then were are the innovatinos leading from it? Were is IBM? If the cell really was more powerful why are we not using it? The fact is that it is not.

DAZZER7

Well its tech with a modified CELL does help run the fastest supercomputer on earth:)

That is still meaningless. Put enough Cell processors together and hey presto you have the worlds fastest/ floating point super computer. Put C2Qs or I7s together and you achieve the same result. Put enough P4s together and you could feasibly do the same.

Also bare in mind, the reason the Cell is used is because of its cost effectiveness for achieving high numbers in floating point operations, not because it is some artifact with hidden power!! :lol:

Tell intel to get the record then because thats where IBM is.
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skektek

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#145 skektek
Member since 2004 • 6530 Posts

[QUOTE="600pc"][QUOTE="kidcool189"] you prove otherwise-GeordiLaForge-
im asking.. i have nothing to prove. he answered, i want facts

The Cell is a throwback to the era of the original Pentium and prior processors. The hardware logic was stripped out to allow for more SPE's. The programmable cache is the only advantage that the Cell has...

I've seen you throw this "hardware logic" term around before. Its as if you read it on the interweb and are preaching it as gospel. The SPE cache doesn't contain data load prediction logic (or cache misses, etc), transistor real estate was traded for more memory. The Cell wasn't designed to run off-the-shelf code well. it is designed to run specific purposefully built software that doesn't rely on normal cache conventions.

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#146 Dynafrom
Member since 2003 • 1027 Posts
[QUOTE="DAZZER7"]

[QUOTE="killzowned24"] Well its tech with a modified CELL does help run the fastest supercomputer on earth:)killzowned24

That is still meaningless. Put enough Cell processors together and hey presto you have the worlds fastest/ floating point super computer. Put C2Qs or I7s together and you achieve the same result. Put enough P4s together and you could feasibly do the same.

Also bare in mind, the reason the Cell is used is because of its cost effectiveness for achieving high numbers in floating point operations, not because it is some artifact with hidden power!! :lol:

Tell intel to get the record then because thats where IBM is.

You do realize the cabinets use more then just Cell's right? IIRC there are a pile of opterons and clovertowns.
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killzowned24

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#147 killzowned24
Member since 2007 • 7345 Posts

[QUOTE="killzowned24"][QUOTE="DAZZER7"]

That is still meaningless. Put enough Cell processors together and hey presto you have the worlds fastest/ floating point super computer. Put C2Qs or I7s together and you achieve the same result. Put enough P4s together and you could feasibly do the same.

Also bare in mind, the reason the Cell is used is because of its cost effectiveness for achieving high numbers in floating point operations, not because it is some artifact with hidden power!! :lol:

Dynafrom

Tell intel to get the record then because thats where IBM is.

You do realize the cabinets use more then just Cell's right? IIRC there are a pile of opterons and clovertowns.

and thats why i said help. but still, clearly cell is the main working force to it.

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#148 bobbetybob
Member since 2005 • 19370 Posts
Who cares which of these is more powerful? To run games you need a combo of 3 main things, the CPU, the RAM and the Graphics Card, so even if the Cell is more powerful than that processor it doesn't matter, because the graphics infrastructure, and the RAM inside the PS3 would never match up to the kind you'd have in a PC with that kind of processor... So forget looking at them as seperate things, you can, but it's pointless too.