Teh Cell. Might be old but heck, i just read it today...

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AnnoyedDragon

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#51 AnnoyedDragon
Member since 2006 • 9948 Posts

snipskektek

You say I don't understand what I'm talking about; then just post an extended explanation of what I already said regarding the two shader types? Look I realize you are just defending the PS3's hardware and have a right to disagree with me, but don't treat me like I'm uninformed.

You seem to fully recognise the issue with two shader GPUs, yet still disagree with me when I talk about utilization and peak performance. You claim the tweaked 7800 in the PS3 has a higher potential peak performance than the 360s GPU, the difference being the 360 GPU is easier to utilize 100% of its performance. Even though the PS3 GPU may have higher performance; that performance can go under utilized because a scene may have high pixel shaders but not many vertex, were as with a unified GPU 100% of the shaders will be used in any scene. 

You recognise this in your explanation, why disagree with what I said then? Like Cell there is not much merit in being able to quote performance figures if that figure cannot be applied in the real world, having a good average performance is better in game development than a higher but hard to reach peak performance. This is especially the case in today's market were cross platform development takes priority, cross platform development takes into consideration the lowest common denominators and doesn't care about peak performance. Hand picking a few PS3 games with better shading also proves nothing regarding who has the better GPU, not when you choose to ignore the majority of games that don't follow that same trend.

That said I cannot exchange posts all day, we're probably not in the same time zone so please keep that in mind if I don't respond.

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mattbbpl

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#52 mattbbpl
Member since 2006 • 23341 Posts
[QUOTE="mattbbpl"][QUOTE="skektek"]Normal CPUs are integer based (0, 1, 2, 3, 4, 5, etc) but the Cell is optimized for floating point (1.5, 3.141, 3.33333, etc). Gaming applications, such as multimedia (graphics, sounds, etc) and physics, require the precision of floating point numbers and the Cell is a floating point monster. Even the most current consumer CPUs on the market can't touch the Cell's floating point performance (granted PC CPU's trounce the Cell in integer options but those kind of operations aren't used as often in a game system).skektek
Actually, FLOPS represent a relatively small percentage of gaming code (at least those portions that aren't taken up by other susbsystems such as graphics and sound). And general purpose CPUs have floating point circuitry within them, making them adept at floating point operations even though they don't specialize in them. The Cell's smaller "cores" however, are suited only to FLOPS, requiring that all general purpose work be performed on the central core or slow workaround be implemented so they can be done by the RISC architecture smaller cores.

Anything to do with graphics, sound, physics and collision (the majority of the processing requirements) is going to be/or can be done in floating point. The only thing, that I can think of, that would need branchy interger code is AI. PC CPUs have FPU/SIMDs but they aren't nearly as powerful the Cell's SPUs. While optimized for floating point the SPUs are still capable of integer options. Anyways almost anything that can be done in integers can also be done in floating point.

Floating point operations performed on the CPU typically account for 10 to 30 percent (depending on the specific game's requirements) of the total workload in gaming applications. And yes, the FPUs in general purpose cores are not as efficient at FLOPs as SPUs are. This is directly related to the fact that the cores are designed to be good at everything and not excellent at only one thing. And yes, the SPUs can perform branching, integer, and other instructions. However, since they're missing the custom circuitry for these applications, they require complex and usually inefficient workarounds. Calling the Cell "better" than desktop CPUs is like calling an Ipod better than a PDA. It's better at playing music and video, but the PDA is designed to do so much more.
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AIH_PSP

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#53 AIH_PSP
Member since 2005 • 2318 Posts
The Cell is actually incredibly powerful, believe it or not, but the problem is that it's an architecture that many devs have never seen before. This, coupled with the crappy SDK from Sony resulted in poor ports and games for the PS3 in it's early days. Since then, the SDK has improved and devs are more accustomed to the Cell so games are finally starting to get better.
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Makari

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#54 Makari
Member since 2003 • 15250 Posts
[QUOTE="Makari"]Yes there was. The 360's GPU solution from ATI was much more flexible, for one - the generation of hardware it borrowed from off ATi was at a point where ATi's GPU's were much more futureproof than what nVidia was doing at the time.skektek
I addressed this later on in the thread.

Ohshi, lol. You're the 'Valve is lazy' guy. Haha okay, I'm not even going to bother. I do have a critical flaw myself - I tend to operate in a world of practicality, and pay more attention to what is possible in a world of budgets and limits. Short version, the Cell+RSX combo can look great on paper and especially great in forum arguments, but you're hard pressed to find people that honest-to-god prefer it when they're paying for their own time to work on it and have other options available.
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cronus233

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#55 cronus233
Member since 2005 • 493 Posts
There are games that use the potential of the cell. Just look at games like Killzone 2 and Resistance 2. The amount of action that's happeniing on screen without a single dip in performance. It's truely is a sight to behold. Was it overhyped? Most definitely it was. Every console was.
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skektek

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#56 skektek
Member since 2004 • 6530 Posts

[QUOTE="skektek"]snipAnnoyedDragon

You say I don't understand what I'm talking about; then just post an extended explanation of what I already said regarding the two shader types? Look I realize you are just defending the PS3's hardware and have a right to disagree with me, but don't treat me like I'm uninformed.

You seem to fully recognise the issue with two shader GPUs, yet still disagree with me when I talk about utilization and peak performance. You claim the tweaked 7800 in the PS3 has a higher potential peak performance than the 360s GPU, the difference being the 360 GPU is easier to utilize 100% of its performance. Even though the PS3 GPU may have higher performance; that performance can go under utilized because a scene may have high pixel shaders but not many vertex, were as with a unified GPU 100% of the shaders will be used in any scene. 

You recognise this in your explanation, why disagree with what I said then? Like Cell there is not much merit in being able to quote performance figures if that figure cannot be applied in the real world, having a good average performance is better in game development than a higher but hard to reach peak performance. This is especially the case in today's market were cross platform development takes priority, cross platform development takes into consideration the lowest common denominators and doesn't care about peak performance. Hand picking a few PS3 games with better shading also proves nothing regarding who has the better GPU, not when you choose to ignore the majority of games that don't follow that same trend.

That said I cannot exchan4e posts all day, we're probably not in the same time zone so please keep that in mind if I don't respond.

I think we are on the same page on this point just not on the quite the same line ;) RSX peak usable pixel shaders: 102 billion (per second) RSX peak usable vertex shaders: 36 billion Xenos peak usable vertex shaders: 48 billion Xenos peak usable pixel shaders: 48 billion Where I disagree with you is that the RSX's SOPS are any less usable than the Xenos'. They are real and usable, the only difference is that there is a hardware division that can't be transcended. You can end up (hypothetically at least) in a situation which requires 100% vertex data, in which case only 25% of the shaders will be utilized. You will actually have instructions waiting to be executed even though 75% of the shaders are going unused. Regardless you still have 36 billion SOPS available for vertex calculations. Just to cover all the bases: the same is true with pixel operations. If you are in a situation where a scene requires all pixel calculations the maximum shader utilization will be only 75%, instructions will be waiting to be executed while 25% of the shaders aren't doing anything. But the peak usable pixel shader operations is still 102 billion.
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skektek

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#57 skektek
Member since 2004 • 6530 Posts
[QUOTE="skektek"][QUOTE="Makari"]Yes there was. The 360's GPU solution from ATI was much more flexible, for one - the generation of hardware it borrowed from off ATi was at a point where ATi's GPU's were much more futureproof than what nVidia was doing at the time.Makari
I addressed this later on in the thread.

Ohshi, lol. You're the 'Valve is lazy' guy. Haha okay, I'm not even going to bother. I do have a critical flaw myself - I tend to operate in a world of practicality, and pay more attention to what is possible in a world of budgets and limits. Short version, the Cell+RSX combo can look great on paper and especially great in forum arguments, but you're hard pressed to find people that honest-to-god prefer it when they're paying for their own time to work on it and have other options available.

I agree, Sony's choices regarding the PS3's architecture were idealistic and as a result there is a steep learning curve to the system.
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Verge_6

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#58 Verge_6
Member since 2007 • 20282 Posts
[QUOTE="Verge_6"]

What a load of crock that turned out to be....

Yeesh Sony, what the hell happened?

BobHipJames

The quote says it will be easier to program than a GPU....do you deny that fact?

 

Do you deny that a GPU has better performance than a desktop CPU? Do you deny that the Cell has better (at LEAST peak) performance than a CPU?

 

It'd be great if it was being used as a farking GPU the majority of the time, but it isn't, so what of it?
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naruto7777

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#59 naruto7777
Member since 2007 • 8059 Posts
i think its a failure because of the games sales
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killab2oo5

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#60 killab2oo5
Member since 2005 • 13621 Posts
Hopefully each company will learn from it's blatant mistakes next gen (360...RROD. PS3...Overhype. Wii...well Nintendo doesn't care. It sells like crazy.)
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joopyme

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#61 joopyme
Member since 2008 • 2598 Posts
i think its a failure because of the games salesnaruto7777
wat?