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PS3 hardware slow and broken?
Topic Started: Tuesday Jun 6 2006, 12:54 AM (370 Views)
Ingram
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WHY SO SERIOUS!
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AFTER BREAKING THE news to me about PS3 RSX speeds earlier on the flight to Japan, my row-mate said 'if you think that's interesting, wait till you see this. Cell is hurting, badly'.

For those of you that believe in religions with karmic tendencies, scoops like this meant one of two things, the wings of the plane are about to fall off and I am going to die in a fiery ball, or worse yet, the movie selection will be worrisome. Cell memory access appears to be broken, RSX has half the triangle setup rate of the ATI chip in XBox360, and the true horror, Big Momma's House 2 and a Queen Latifa movie.

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.

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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(tm) 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.


Link to article- http://www.theinquirer.net/?article=32171

Pretty shocking. But does it really matter when we have stuff like MGS4 working in such conditions?
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hijak
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"But does it really matter when we have stuff like MGS4 working in such conditions?"

exactly. I think this is not a problem. This is only the cell's (read) local memory.... The proccessor as a whole is fine.


also i'd like to point out... this story is from The Inquirer.. the same people who say crap about the 360 and nintendo.
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Demaar
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I reckon it matters. I honestly reckon Gears of War looks prettier than MGS4, and I'm quite an MG fan so this ain't bias.
That's pretty bad news. When I saw the GoW vid the first thing that I thought was "Wow, if this is what the 360 can pump out than I can't wait to see some post-launch PS3 titles!", now my enthusiasm has copped a bullet to the head.
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hijak
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:) good then!

Die Sony die!! Xbox360 to rule! :)
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Moebius
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Excuse the noob question, but what's the difference between the cell & rsx processors? Is one for video or something?

Also does anyone know how this compares to wii?
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Oxide
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The Cell processor is used chiefly like a CPU, and the RSX a GPU.

The Wii? I have no idea what the technical specs are comparing to the Wii, but I would have to assume that the Wii is quite far behind (technical-wise) to the 360 and PS3.
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Demaar
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Oxide
Jun 6 2006, 05:50 PM
The Cell processor is used chiefly like a CPU, and the RSX a GPU.

The Wii? I have no idea what the technical specs are comparing to the Wii, but I would have to assume that the Wii is quite far behind (technical-wise) to the 360 and PS3.

Nintendo haven't officially announced specs for the Wii (as far as I know), but speculation says it's around 2-2.5 times the power of the original Xbox.
The original Xbox was 733mhz I think, GPU was a customised version of the Geforce 4600 which I think was around 300mhz.
I'm not exactly sure how to scale those numbers to 2.5 times, but it gives you a rough idea as it is, anyway.
The PS3 on the other hand has Cell which is a 3.2ghz multi-core processor as its CPU and the RSX as its GPU which is a 550mhz processor.

Now the thing to keep in mind is that the CPU mostly handles stuff like AI, physics and so on, while the GPU handles the graphic side of things. The CPU does help of course, but for the most part, games are GPU reliant.
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DeeMan
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The article is referring to the RSX (the graphics processor in the PS3) - so 'main memory' is the memory of the RSX chip. If Cell (effectively the CPU') could only access the main memory at 16MB/sec (or if it was unified memory like the 360), there would be a serious issue, but there isn't.

Cell having minimal bandwidth to the RSX chipset isn't a problem. You will never have a need to access GPU (RSX) memory directly from the CPU anyway.

It's the same on modern PC's - the CPU has crap read speed straight from the video card memory, but you never need to access memory that way, so it's not an issue.

As people have said - the access speed from Cell to the RSX main memory could be 0, without affecting the overall system performance one bit.

The article wrongly assumes that 'main memory' is system memory, which is incorrect, and therefore totally nullifies the performance issues they're suggesting might occur. The GPU (RSX) still has plenty of bandwidth to the video card and main memory, and the Cell SPE/PPE's also have huge bandwidth to main memory.

In summary: The article is wrong. They are looking at the performance figures from the wrong point of view. I've had this independently verified from a person who works with PS3 devkits, and it's been done to death at Slashdot and every other tech site around over the last 2 days.

The word on the Wii GPU ('Broadway') is that it will be somewhere around 2 - 3x times the power of the Gamecube (which used a 'Flipper' codenamed GPU - the performance ratings are still speculative - if anything, it might end up faster than we expect). There is also talk that it will accelerate physics on the GPU, which is something ATi have been toying with for ages. Anyway - this leaves it well behind the power of both PS3 and Xbox360, but more than powerful enough to compete reasonably well at the non-HD resolutions it's designed for, and without needing to be the size of a small house, with noisy fans.

Wii games won't look as good as PS3 or Xbox360 games, but it'll be more than powerful enough to do what Nintendo need to do.

Also remember that pure clock speed (MHz ratings) aren't the be all and end all of performance. There's a whole lot of factors (concurrency issues, memory speed, GPU pipelines, architecture, and heap of other things) that all make a difference to performance.
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hijak
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wow.

nice post DeeMan, you cleared up the incorrectness up nicely! Good to see some 'gamers' here.
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DeeMan
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hijak
Jun 7 2006, 09:32 PM
wow.

nice post DeeMan, you cleared up the incorrectness up nicely! Good to see some 'gamers' here.

hijack - both a gamer and a techo.

We're the worst kind :)

But yeah - the Inq often gets these things wrong, but they're occasionally the first with some big stories. Anyway, the PS3 thing is pretty much debunked.

Still interested to see how the Wii stacks up - slots of speculation on just how much power the Wii will have. There's some conjecture as to how close to final hardware the demos at E3 were, or if they were in fact nothing more than 'souped up' Gamecubes.

All shall be revealed shortly, no doubt.
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