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#22
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I artiklen ,
(Hans de Vries) skrev: "Niels Jørgen Kruse" wrote in message ... I artiklen , (Hans de Vries) skrev: (lmurata) wrote in message . com... Could Microsoft license Cell technology from IBM for Xbox2? Some have suggested that Sony's lawyers would never allow it. Others have said that IBM does not own the technology. It seems so, It seems that Nintendo will use it as well. See this press-release he http://www.forbes.com/home_asia/news...tr1147955.html " IBM vice president of technology and strategy Irving Wladawsky-Berger said that the supercomputer used 1,000 microprocessors that are based on PowerPC microchip technology. The PowerPC chip is currently used in Apple Computer Inc. computers. Equating the 440 core with the POWER4 core means that he is talking in *very* broad terms. It is also the technology that will be the foundation of the next generation of gaming consoles from Nintendo Co. and Sony Corp., which IBM is working on, he said. This just means that some sort of PPC are in all of these. He said the chips were less expensive and consumed less power than traditional microprocessors, making it possible to pack the same amount of computing power into a smaller space. Producing the chips in volume for gaming will help offset the costs of building supercomputers, he said" Using the same cores in multiple products reduce development costs. The silicon is *not* the same. How many different PowerPC's can there be. How much resources can you waist... One for Apple, one for Sony, one for Nintendo, one for Microsoft, one for their own Servers... Why should it be so expensive to modify a working core, particularly if it is designed to be extensible? IBM doesn't handtweak every circuit. Which one of the game chips should carry the overhead of the super- computer interconnect. Or will buyers have a choice between Nintendo, Play-station and Xbox flavored supercomputers? :^) Do you think IBM is losing money on their e-servers? The use of a modified (32 bit) 440 core seems more like a prototyping vehicle. The original BlueGene design used simple but multithreaded processors (8 threads per processor) and 32 processors per chip. Did you read the description of the final item in http://www.llnl.gov/asci/platforms/bluegenel/pdf/software.pdf? One can only guess what the final product will be in 2006. I do not think that either one of the two options above could successfully get Microsoft, Sony and Nintendo to bet their game-console business on it. You still think there is a connection beyond the tenuous one of basic ISA. I do think that a Power6 core could do just that. It should be less then half the size of today's G5 based on the Power4 core when implemented in 65 nm technology. The Power6 will have a much higher clock speed (by splitting the pipeline stages in two?) and is likely to support more (4?) threads. Do you have any information on the POWER6 core? The dramatic clock increase projected in that timeframe, I suspect has to do with IBM's HOT technology which will benefit static (synthesized) logic much more than dynamic logic. So indeed, Blue Gene/L == Cell now. (maybe there will be Sony specific APU's although the fact that they use the same presentation slides seems to suggest otherwise) I didn't see any PS2/PS3 like 128 bit (4x32) bit SIMD in Blue Gene/L. Rather 2x64 with two independent 64 bit Floating Point units. However, it is relatively simple to implement dual 32 bit on those units by re-using much of the hardware (like the multiplier Wallace trees). Ideally would be something which is also compatible with Apple's Altivec. IBM's realizes what mass-production can do I guess. Blue Gene/L: http://sc-2002.org/paperpdfs/pap.pap207.pdf Blue Gene/L released right now: http://groups.google.com/groups?dq=&...f&selm=bp2s7u% 24k3m%241 %40news.rchland.ibm.com Just imagine what it could mean, with Microsoft now included, If Windows XP 64 runs not only on Xbox, but also on Playstation 3 !? or even on Nintendo game consoles? That would be quite an historical turning point. You got carried away. Certainly, if the Xbox2 chip is a 440 core plus lots of SIMD, you can forget about emulating Xbox1 games. Games spend 90%+ of their time in directX-like libraries. The libraries don't need emulation and can run in native PPC code. If you happen to run into a massive lump of 10% code, you will notice. I don't know how important emulation is, but the current market leader is backwards compatible. (It is not clear if the PS3 will be.) -- Mvh./Regards, Niels Jørgen Kruse, Vanløse, Denmark |
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"Niels Jørgen Kruse" wrote in message
... I artiklen , (Hans de Vries) skrev: [SNIP - hopefully I got this snip right :/ ] Games spend 90%+ of their time in directX-like libraries. The libraries don't need emulation and can run in native PPC code. If you happen to run into a massive lump of 10% code, you will notice. I don't know how important emulation is, but the current market leader is backwards compatible. (It is not clear if the PS3 will be.) Storage & memory are cheap(ish)... Surely you could translate the code statically on the first time the game is played, stash it away in a persistant cache and then just rely on the translation & native libraries to yield the required performance. Cheers, Rupert |
#24
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Keith R. Williams wrote:
Since (at least the mill I've been listening to) the 440 is DEADBEEF, I don't think that's what is being proposed. Until IBM offers a better replacement embedded CPU option, qualified on their ASIC fab processes as well as available as a standalone CPU, the 440 isn't going anywhere. It probably won't even if a 64-bit version (640? ;-) intended for embedded applications shows up; sometimes the extra 1-2 mm^2 matter, and 64-bittedness doesn't. -george william herbert |
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#26
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"Niels Jørgen Kruse" wrote in message ...
I artiklen , (Hans de Vries) skrev: How many different PowerPC's can there be. How much resources can you waist... One for Apple, one for Sony, one for Nintendo, one for Microsoft, one for their own Servers... Why should it be so expensive to modify a working core, particularly if it is designed to be extensible? IBM doesn't handtweak every circuit. The reason to use a single die for a range of products is almost always logistics. So in the next three months your customors may need: Sony 5.5 million processors Microsoft 2.5 million processors Nintendo 1.5 million processors Supercomputers 0.5 million processors or Microsoft 4.5 million processors Nintendo 3.5 million processors Sony 3.0 million processors Supercomputers 2.5 million processors But how do you know? Worse, you had to start production months ago. A single die that you can use for every product even if the products are not exactly the same allows you to react faster to the needs of your customers. It avoids that you're left with inventory you have to dump. Less inventory means better cash flow et-cetera. Which one of the game chips should carry the overhead of the super- computer interconnect. Or will buyers have a choice between Nintendo, Play-station and Xbox flavored supercomputers? :^) Do you think IBM is losing money on their e-servers? I don't know any exact numbers but did see people talking about IBM micro-electronics losing something like $ 1 Billion last year. More than enough reason to pay attention to the economics... The use of a modified (32 bit) 440 core seems more like a prototyping vehicle. The original BlueGene design used simple but multithreaded processors (8 threads per processor) and 32 processors per chip. Did you read the description of the final item in http://www.llnl.gov/asci/platforms/bluegenel/pdf/software.pdf? This one describes the same hardwa http://sc-2002.org/paperpdfs/pap.pap207.pdf One can only guess what the final product will be in 2006. I do not think that either one of the two options above could successfully get Microsoft, Sony and Nintendo to bet their game-console business on it. You still think there is a connection beyond the tenuous one of basic ISA. The connection would rather be in the ISA than in the underlying micro-architecture. So Blue-Gene/L does introduce something 128 bit SSE2-like to the PowerPC's ISA. A single 32 bit instruction word executes either a single 64 bit FP op or a dual 2x64 bit SIMD op. Most x86 SSE2 implementations get the second 64 bit FP for "free". A highly pipelined 64 bit FP unit generally has a lot of unused timeslots that can be used to handle the 2nd 64 bit part. That's actually what makes it tempting to add these strange 2x64 bit instructions to the ISA. The 440 based version demonstrates that it's a prototype ISA implementation by actually adding a real second 64 bit FP unit... The final game computer version may have a single higher pipelined 64 bit FP which can handle the 4x32 stuff too by re-using parts of the 64 bit circuits for the dual 32 FP operations (Think Wallace trees.) I do think that a Power6 core could do just that. It should be less then half the size of today's G5 based on the Power4 core when implemented in 65 nm technology. The Power6 will have a much higher clock speed (by splitting the pipeline stages in two?) and is likely to support more (4?) threads. Do you have any information on the POWER6 core? The dramatic clock increase projected in that timeframe, I suspect has to do with IBM's HOT technology which will benefit static (synthesized) logic much more than dynamic logic. I guess everybody is using "ping-pong dynamic logic" now: Two dynamic circuits for every circuit. One evaluates while the other is recharged and visa versa in the next cycle. See for instance Paul DeMone's articles: "The Stuff Dreams Are Made Of". Dynamic logic is handled at the end of the second article. http://www.realworldtech.com/page.cf...WT050802020022 http://www.realworldtech.com/page.cf...WT090402005224 These circuits can be synthesized like static logic. Games spend 90%+ of their time in directX-like libraries. The libraries don't need emulation and can run in native PPC code. If you happen to run into a massive lump of 10% code, you will notice. I don't know how important emulation is, but the current market leader is backwards compatible. (It is not clear if the PS3 will be.) It's one of the reasons why it makes sense to use an up to date high performance core rather than a modified embedded 440. Regards, Hans. |
#27
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Hans I guess everybody is using "ping-pong dynamic logic" now
Was that overheard information or are there actually references? I would be kind of surprised to see dynamic logic circuits used in an arrangement where the inputs of two gates running on alternate clock cycles were tied together, and their outputs run into a static NAND. Is that what you were describing? I _can_ imagine unrolling a tight pipeline by a factor of two, in order to cut the clock frequency by a factor of two and thus give the gates time to recharge. I did that on a DES loop in 1999. |
#28
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I artiklen ,
(Hans de Vries) skrev: "Niels Jørgen Kruse" wrote in message ... I artiklen , (Hans de Vries) skrev: How many different PowerPC's can there be. How much resources can you waist... One for Apple, one for Sony, one for Nintendo, one for Microsoft, one for their own Servers... Why should it be so expensive to modify a working core, particularly if it is designed to be extensible? IBM doesn't handtweak every circuit. The reason to use a single die for a range of products is almost always logistics. So in the next three months your customors may need: Sony 5.5 million processors Microsoft 2.5 million processors Nintendo 1.5 million processors Supercomputers 0.5 million processors or Microsoft 4.5 million processors Nintendo 3.5 million processors Sony 3.0 million processors Supercomputers 2.5 million processors But how do you know? Because they tell you? Do you think IBM speculatively manufacture costum silicon without the intended recipient being committed to buying? Consoles are manufactured unchanged for years and development paid up front, so I don't see why a bit of inventory of costum chips is a problem. -- Mvh./Regards, Niels Jørgen Kruse, Vanløse, Denmark |
#29
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On Wed, 19 Nov 2003, Niels J[ISO-8859-1] =F8rgen Kruse wrote:
I artiklen , (Hans de Vries) skrev: The reason to use a single die for a range of products is almost always logistics. So in the next three months your customors may need: Sony 5.5 million processors Microsoft 2.5 million processors Nintendo 1.5 million processors Supercomputers 0.5 million processors or Microsoft 4.5 million processors Nintendo 3.5 million processors Sony 3.0 million processors Supercomputers 2.5 million processors But how do you know? Because they tell you? Do you think IBM speculatively manufacture costum silicon without the intended recipient being committed to buying? Consoles are manufactured unchanged for years and development paid up fro= nt, so I don't see why a bit of inventory of costum chips is a problem. Console hardware can change over its life time. Take a look at the original PSX and compare it to the PSone. They play the same games and the hardware specs are the same but what's under the hood is different. Sony announced awhile back that they are aiming to merge the Emotion Engine CPU and the Graphics Synthesiser GPU in the PS2 into one huge custom chip. I'm not sure if they are actually shipping the EE/GS chip much less using them in the PS2's currently. |
#30
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Keith R. Williams wrote:
[snip] Why? Emulation of x86 on PPC is fairly well know to work. It's possible to emulate the functionality OK, but very difficult to emulate the timing. For game code, this can be a big problem. - Derek |
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