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RWA 31.12.2005 00:41

Playstation 3
 
Also dass ist das offzielle PLAYSTATION 3 Thread. Postet alle News, Pics Scans etc hier rein!!!!

ich fang dann mal an

Infos zu Cell

Zitat:

Cell's nine processors make it a supercomputer on a chip

We're flying at about Mach 1.5 around Mount Saint Helens, in Washington state. IBM Corp. senior programmer Barry L. Minor is at the controls, rocketing us over the crater and then down to the lake at its base to skim over the tree trunks that have been floating there since the volcano exploded over 25 years ago. The flight is exhilarating, even though it's just a simulation projected on a widescreen monitor in a cluttered testing lab.

Then, at the flick of a switch, Minor turns the simulation over from his new Cell processor to a dual-processor Apple Power Mac G5, and the scenery freezes. The G5 almost audibly groans under the burden, though it's no slouch. In fact, it's currently the top of the line for PCs. But Cell is something different entirely. It's a bet on what consumers will do with data and how best to suit microprocessors to the task—and it's really, really fast. Cell, which is shorthand for Cell Broadband Engine Architecture, is a US $400 million joint effort of IBM, Sony, and Toshiba. It was originally conceived as the microprocessor to power Sony's third-generation game console, PlayStation 3, to be released this spring, but it is expected to find a home in lots of other broadband-connected consumer items and in servers too.

Executives at Sony Corp., in Tokyo, wanted more than just an incremental improvement over PlayStation 2's processor, the Emotion Engine. What they got was a 36-fold acceleration, to a whopping 192 billion floating-point operations per second (192 gigaflops). Because Cell is a combination of general-purpose and multimedia processors, it defies an exact comparison with other upcoming chips, but it's thought to be more powerful than the chips driving competing game systems.
http://www.toshibadirect.com/td/b2c/..._-medium-_-G25

Cell can calculate at such blazing speed, in part, because it's made up of nine processors on a single chip of silicon, optimized for the kind of real-time calculations needed in today's broadband, media-rich environment. A specially designed 300-gigabit-per-second bus knits the processors into a single machine, and interface technology from Rambus Inc., Los Altos, Calif., gives it fast access to memory and other off-chip systems.

So far, microprocessor watchers have been impressed with what they've seen of Cell. "To bring huge parallel processing onto a single chip in a clean and efficient way is a real accomplishment," says Ruby B. Lee, a professor of electrical engineering at Princeton University and an IEEE Fellow.

A graphics-heavy item such as PlayStation 3 isn't just a showcase for an unusual chip. For IBM it's a philosophical statement. "Gaming is the next interface driving computing," says James A. Kahle, Cell's chief architect with the IBM Technology Group, in Austin, Texas [see photo, "Multicellular"]. Just as moving from punch cards to electronic displays changed what people expected of computers, the highly collaborative, real-time realism of today's games will set the standard for what people want from computers in the future.

But even now, the sheer desire for power in the gaming market guarantees that Cell will be made in volumes that more than make up for the loss last year of IBM's highest profile customer, Apple Computer Inc. Market research firm iSuppli Corp., in El Segundo, Calif., predicts that 37 million game consoles will be sold this year alone worldwide. By 2007, when all three game console makers will have released their next-generation products, the market will have grown to 44 million. And though Cell is exclusive to the PlayStation 3, IBM has a lock on the rest of the console market. Its microprocessors will power both of Sony's competitors, Microsoft's Xbox and Nintendo's GameCube.

The Cell-powered PlayStation 3 can expect to pick up a little less than half of what could become a market worth up to $9.5 billion in 2007, according to iSuppli senior analyst Chris Crotty. And, of course, there are other high-volume plans for Cell.

Toshiba Corp., in Tokyo, for one, plans to build television sets around it. The company has already shown that a single Cell processor can decode and display 48 compressed video streams at once, potentially allowing a television viewer to choose a channel based on dozens of thumbnail videos displayed simultaneously on the screen. And in a smaller market, Cell has already found its first outside customer in medical- and military-systems maker Mercury Computer Systems Inc., in Chelmsford, Mass., which is developing a two-Cell blade server due out by April.

With two such massive consumer electronics makers as Toshiba and Sony behind it, Cell is an obvious attempt to control the "digital living room," as technology executives have dubbed their dream of a home where all the media players are intelligent and networked together. "[Sony's] goal is to make a computer fun...to make it an entertainment platform," says Sony's Cell director Masakazu Suzuoki. "But even if we make the Cell system an entertainment platform, there's nothing if there's no content."

Indeed, experts say Cell's success hinges on whether programmers outside IBM, Sony, and Toshiba will be able to exploit the gigaflops that Cell has to offer. Tony Massimini, chief of technology at the consulting firm Semico Research Corp., in Phoenix, puts it bluntly: "Cell has strong potential, assuming that the game developers satisfy their customers' needs. But if the games suck, who wants to buy it?"



That Cell has more than one processor core on a single chip is more a sign of the times than a revolution. All the microprocessor stalwarts are moving to multicore design. The principal reason is that the old way of doing things—increasing the number of calculations per second by shrinking the processors into a tighter knot of tinier transistors and then dialing up the clock speed*has essentially crashed headlong into the brick wall of heat generation.

Because transistors using today's technology are so small, even when they are supposed to be in the "off" state, infinitesimal currents still leak through them. That leakage warms them constantly, and with the extra heat generated when transistors switch "on" or "off," it produces a microfurnace on a chip. If chip makers had continued on their old path, by the year 2015, microprocessors would be throwing off more watts per square millimeter than the surface of the sun.

As a result, the industry has shifted from maximizing performance to maximizing performance per watt, mainly by putting more than one microprocessor on a single chip and running them all well below their top speed. Because the transistors are switching less frequently, the processors generate less heat. And because there are at least two hot spots on each chip, the heat is spread more evenly over it, so it's less damaging to the circuitry and easier to get rid of with fans and heat sinks.
IMAGE: IBM CORP.



CELL CITY MAP: The Cell microprocessor that will power Sony's PlayStation 3 game console has nine processor cores. The core making up the left quarter of the chip is similar to the processors in Apple computers. The other eight cores, notable by their columns of memory [brown], are designed to do multimedia tasks.

Multicore processors on the market today are generally symmetrical—that is, they have two copies of essentially the same core on one chip. Cell, on the other hand, has an asymmetric architecture that contains two different kinds of cores [see photo, "Cell City Map"]. One, the Power processing element, is similar to the CPU in a Mac; it runs the Linux operating system and divides up work for the other eight processors to do. Those eight—called Synergistic processing elements—are designed specifically to juggle multimedia applications: video compression and decompression, encryption and decryption of copyrighted content, and, especially, rendering and modifying graphics.

The Synergistic elements were built from the ground up to do what are called single-precision floating-point calculations—the kind of operations needed for dazzling three-dimensional graphics and a host of other multimedia tasks. The design traded flexibility—a Synergistic element is not versatile enough to run the Linux operating system on its own—for eye-popping speed. When pushed to its 5.6-gigahertz limits, a single unit can do 44.8 billion single-precision floating-point calculations per second. Not wanting to cut Cell off from a role in scientific computing, its designers included circuitry in each Synergistic element that can do the more exacting calculations, called double-precision, that scientists demand, but its performance is only about one-tenth that of the single-precision unit.

In fact, the Synergistic elements are so fast that a single one could easily consume the entire bandwidth on the interconnects to the off-chip memory, leaving its siblings starved for data and stalled out. IBM and its partners had to design a special chunk of circuitry into Cell just to prevent that problem.

Apart from its raw power, Cell has content-protection tricks that should make it attractive to multimedia applications makers. For instance, the Synergistic element's architecture prevents any application or external device from accessing the element's local memory, so that, for instance, a program cannot steal a music file that is being decrypted by the processor. "Once you bring your code in and decrypt it, it can execute in a virtually trusted environment," says IBM's Cell architect Charles R. Johns. "All the data it calculates on, sends out, and brings in is fully protected."

The isolation function can be used in several ways, says Kahle. "We knew we couldn't anticipate all the different security needs in the future, but we wanted to know we had the right hardware to support a very robust security system."

Barry Minor's Mount Saint Helens simulator is a good example of how Cell's different processors work together. His program takes a satellite photo of the volcano, lines it up with an elevation map, and then turns it into a detailed 3-D terrain on the fly. The Mount Saint Helen's data has a resolution of 2.4 meters. The city of Austin, where the Cell design center is, once gave Minor access to its 15.4-centimeter-resolution satellite map. "You could land in Michael Dell's backyard and check out his view," Minor says with a grin.

What's happening inside the processor is a finely choreographed dance. The Power processing element starts by figuring out where the joystick is pointing the simulator in the stored 2-D maps. Then it divides that scene into 32 portions, four for each Synergistic element. Though perfectly capable of it, the Power processing element does no calculations on the actual data. Instead, it plays to its strength as a controller, figuring out which chunk of work should go to each of the other cores according to how complex the scene is and which cores have more or less time on their hands.

The Synergistic elements then go to work. They pull their portion of the data into their local memories, which they can access at great speed. Then each runs a rendering algorithm on the data and stores it off the chip in the system memory. When the processors are done, they signal the Power element, which instructs one of the synergistic units to run a video compression algorithm. That processor compresses its sister units' finished products and then pushes them out to be displayed on the screen or streamed to a PDA or some other device.

Because the compression takes less time than rendering the graphics, the compressing processor automatically switches gears when it's finished and runs the rendering algorithm on a portion of data until it's needed for compression again. With each frame, the process starts over.

This dance works so well for two reasons. The first has to do with the way Cell handles memory. Rather than waste several clock cycles waiting for the right data to arrive from memory, a Synergistic element works only on data stored in its own 256 kilobytes of memory, to which it has a high-bandwidth connection. More important, Cell's memory-handling engines can be programmed to keep data streaming through the processor. "We can get over 128 memory transactions going in flight at once," boasts Michael N. Day, a distinguished engineer at IBM.

The memory-access engine takes in new data and sends out the old just in time for the synergistic unit to perform the necessary calculations. When Cell runs Minor's volcano simulator, it waits for data to arrive from memory for only 1 percent of the time; the G5, in contrast, stands idle for about 40 percent of the time.

Cell's other key to speed has to do with breaking problems into parts that can be done in parallel. In Minor's simulation, it probably seems obvious that an image can be divided up into eight strips and these worked on independently. What wasn't so obvious was that the 3-D rendering could be done four pieces of data at a time within each synergistic processor. Such four-way parallel computing is called single instruction multiple data, or SIMD, and it is particularly well suited to the manipulation of graphics and other multimedia.

In these problems, you typically want to perform the same operation on each of the elements in a large chunk of data. For example, to increase the brightness of an image, you'd want to add the same number to every pixel in it. Since around the mid-1990s, general-purpose processors such as the Intel x86 architectures have been doing SIMD computing using a set of multimedia-specific instructions, explains Princeton's Lee, a multimedia instructions pioneer.

But SIMD instructions run far faster on Cell's Synergistic processors, because the Cell processors were designed from the start to handle them. And don't forget: there are eight such processors on each chip. Cell programmers spend most of their time turning complex algorithms into efficient SIMD algorithms, says Minor. "Once you've done that, you're 80 percent done."



The chip's commercial success will depend on whether programmers can learn to exploit its full potential. To that end, the developers have from the beginning put a high priority on crafting the appropriate software tools.

One of the key deadlines the Cell development team had to meet was having its software ready and tested in time for the arrival of the first chips, in spring 2004. The software team was running programs on a Cell simulator two full years before it got the first chip—and when the chip finally arrived, both the operating system and the applications worked on the first try. "Had we waited to do software development until the chip came back, it would have been a disaster," says Theodore R. Maeurer, software manager at IBM.

With such a head start on the software, the group could focus on how to familiarize new programmers with Cell. "A programmer has to do a really nice job of laying out the data transfers and so forth," says Day. But soon that job will be turned over to the compiler and the programming tools. IBM software engineers are also developing tools that will make it easier for programmers to divide tasks between the Power element and the Synergistic cores, and they're making others to automatically find solutions to problems that fit well with the Synergistic units' SIMD strengths. The company has already released more than 700 pages of documents to applications developers and will begin releasing tools and compilers, as well.
http://www.toshibadirect.com/td/b2c/..._-medium-_-G25

Cell's asymmetric architecture signals the beginning of a big shift in how computers are programmed, says Craig Steffen, a senior research scientist at the National Center for Supercomputing Applications, Urbana-Champaign, Ill., who gained some fame lashing together 70 PlayStation 2 consoles to form a $50 000 supercomputer.

"How do you program with eight engines running full speed without them constantly stopping and waiting for data?" Steffen asks. Cell will force mainstream programmers to wrestle with that question. But ultimately, parallel programming will become fairly routine, he predicts. "Over the next several years, we won't think of an asymmetric processor as anything different."

Indeed, some think Cell is an indication of what's to come in other microprocessors. "In the future, we'll see convergence of general-purpose multiprocessors and game- and media-oriented processors," says Princeton's Lee. "Media processors will become more general purpose, and general purpose, more multimedia." And with any luck, that will make your living room a more entertaining place.

Cell Microprocessor

Goal: Make a new microprocessor architecture that beats all others at handling graphics and broadband multimedia.

Why it's a winner: It met that goal and is being designed into high-volume mass-market items like game consoles and televisions.

Organizations: IBM, Sony, and Toshiba.

Center of activity: Austin, Texas.

Number of people on the project: 400 at its peak.

Budget: US $400 million.
Auch noch was zu dem Unterschied Ps3 und X360

Zitat:

Zitat von Onpsx
Tommy Tallarico gehört zu den bekannstesten Musikkünstlern der Videospielbranche und hat schon etliche Soundtracks zu bekannten Spielen (Earthworm Jim, Burning Road, Spot goes to Hollywood) geschrieben und komponiert. Als Industrieveteran hat er natürlich ziemliche Connections und durft (so wie es aussieht) schon ein paar PS3 Spiele sehen. Das Beste ist aber, dass nach seiner Aussage, die PS3 Spiele schon bei der ersten Generation deutlich besser aussehen sollen, als es bei der Xbox360 der Fall war. Kurz gesagt, er war beeindruckt von der Power der PS3. An einem Beispiel zeigt er auf, wieviel Mühe in einem Rennspiel (?) sich gemacht wurden und das ein einzelner Baum in allen Details animiert und konstruiert wurde. Aber lest seinen Post selbst.

Unfortunately I am under strict NDA and cannot mention any titles. The gameplay graphics look a little better than minor... but it more of the way the worlds and environments are being created and built. For example... in Project Gotham racing if you stop on the side of the road and look at a tree... it is basically just two texture maps pasted together in a cross pattern (like games have done for the past 10 years)... but some of the stuff I'm seeing on the PS3 has every element of a tree including branches, leaves, etc... and it all gets affected by the wind as your car passes by... as well as the lighting. Not saying the 360 CAN'T do that... I'm just saying that from what I've seen.... I'm a lot more impressed with the 1st generation PS3 titles compared to the 1st gen 360 titles.


T.T.

RWA

Vagabond 31.12.2005 02:14

Hui, von Tommy Tallarico hat man ja schon lange nichts mehr gehört - wusste garnicht, das der Knabe noch aktiv ist.

szer0x 1.01.2006 13:26

Die Frage ist nur, wie viele Entwickler überhaupt die Möglichkeit haben diesen Technik-Sprung mitzumachen. Die ganze Entwicklung (und das oben beschriebene Beispiel (Details "am Rande" - wie viel Arbeit bspw. in einem einzigen Baum steckt der "nur" am Streckenrand steht und vom Spieler wohl kaum wahrgenommen wird)) wird immer komplexer, kostspieliger und damit auch risikoreicher. Ich denke, das einige Entwickler da einfach auf der Strecke bleiben.

Apo 1.01.2006 14:51

Letztendlich wird es immer mehr auf Middleware hinauslaufen. Die Bäume bzw. Flora und Fauna wird doch schon häufig von separat lizensierten "Unterprogrammen" generiert (z. B. Speedtree), die Physik ebenfalls .. die Programmierer müssen halt noch ein wenig Feintuning bewerkstelligen.
Nur können sich sicherlich nicht alle Programmierer diese Lizenzen leisten, wenn sie nicht gerade zu einem größeren Entwickler oder Publisher gehören. Aber noch besser finde ich die, die total unbekannt sind und noch nichts geleistet haben, dick Budget in den ***** geschoben bekommen und sich dann groß mit Lizenzen eindecken, was dann anfangs auch das einzig nennenswerte ist, wenn etwas über den Titel berichtet wird.

RWA 1.01.2006 17:43

Zitat:

RSX timeline

from tema at B3D
Quote:
RSX is not G70 bolted to Cell! Sony wanted a PC part? Nvidia have G71 taped out at 90nm. Sony could've send developers full kits for Christmas!

The story about last minute switch is bunk. RS and RSX were competitors to the PS3 GPU as early as 2003. Nvidia drew up contractual terms for Sony after M$ grew closer to ATI. Sony sent a small team on attachment to Nvidia during the winter of FY'03. They are to study Nvidia software first and GPU secondary. The RS team was formed in FY'02, they started from scratch. Sony people made up 1/3 of RS team and being internally researched, outsiders saw it as the final GPU. It is not, it is only one GPU under evaluation. A huge project like PS3 is no a clean and cut deal.
Sony took RSX development more seriously by FY'04. The plan to use Nvidia software with RS hit a few bugs. The RS team were late on their updates. Publishers felt the pinch of RS delays . Nvidia made a final push with several IP deals. Sony awarding the contract to Nvidia is a late decision; but there is no switching in a PC part. RSX is not G70, 70:30 of it may be Nvidia's but a full custom job on G7 modular architecture is a silly waste of time.

RWA 3.01.2006 16:28

So ich hab da mal was zu den dev Kits der Ps3 und zum RSX



Das Bild zeigt das fertige und das mom erhätliche Devkit

und jetzt was zum RSX




Wenn ich mir die Grafik so anssehen, dann seh ich ne art Cell als RSX.

hier noch einmal die Cell Archtitektur

RSX = MultiCore?





Ich bin leider nen noob in dem gebiet, nur was sagt ihr zum RSX? scheinbar hat der RSX 6 SME (keine ahnung was das sein sollen) die den SPEs des Cells sehr ähnlich aussehen bzw alle sind mit 550Mgh getacktet.

Wenn mal jemand Ahnung hat, der soll mal was dazu sagen!

ääh hab eich aus dem gamespot Forum.

EDIT: ETWAS zu den SMEs

Zitat:

Synergistic Media Element (SME, aka visualizer) handles all vertex,shading, lighting(direct/indrect), shadow calculation

G70x, handles antialiasing, post process, motion blur.
@shan thx!!!! könnte aber nen fake sein!

Apo 12.01.2006 15:30

Hab mal was aus dem GA Forum geklaut:
http://www.devstation.scee.com/
Zitat:

Conference Highlights

The event will be a twin stream conference, with presentations covering all key aspects of PLAYSTATION®3 development, amongst which will be:

* Cell and the OS
* Audio
* Graphics
* Networking
* Third-party presentations (including Epic and a guest independent developer)
* Middleware (including Havok and Ageia)
* Performance analysis
* Art/content generation (including presentations from 3rd-party application vendors)

Middleware vendors will also be on hand throughout the 2 days to demonstrate their latest PS3 products and answer your questions.

Where/When

This year DevStation is taking place in the Atlantis Gallery at the Old Truman Brewery, in the vibrant surrounds of London's Brick Lane. The event takes place over two days, Wednesday, March 1 and Thursday, March 2 2006. There will also be entertainment on the evening of March 1.
Further Info

If you require any further information regarding the conference please do not hesitate to e-mail the DevStation team at: devstation@scee.net. To register your attendance online click here.


Zitat:

Mike Kavallierou
Director

Mike has been back at SCEE since May 2003, having spent the previous 2 and a half years at Microsoft working on Xbox and Xbox Live. His first industry job was also at SCEE working on PlayStation and PlayStation 2 in developer support up until the day of European launch. He has a great collection of NDAs from his previous employers, and his current focus is network technologies on all platforms.

Mike is going to talk about PS3 networking.


Zitat:

Micha joined SCEE in early 2002 and has been applying his networking skills and knowledge in the area of online console gaming ever since. His current focus is integrating middleware with the SCEE Networking Gaming Service as well as working on new network-related technologies both for established consoles as well as the upcoming PS3.

Micha is going to present a low-level overview of PS3 networking.

Auch wenn wir wohl nicht wirklich was von diesem Meeting erfahren werden, da die Medien wohl ausgeschlossen sind, wenn ich das richtig mitbekommen habe, so finde ich es auf jeden Fall interessant, über was diese beiden Herren sprechen werden.
Es lässt zumindest etwas Raum für Spekulationen und Hoffnungen.

szer0x 13.01.2006 11:27

Auf GF gefunden...

PS3-Auslieferung im April in Japan?

13.01.06 - Die PlayStation3 soll angeblich im April 2006 in Japan ausgeliefert werden. Das behauptet das japanische Magazin Digital Dime in der März-Ausgabe.

Sony hat den Termin nicht bestätigt. Offiziell wird die Markteinführung der PS3 mit Frühjahr 2006 angegeben, ohne ein Territorium zu nennen



...schauen wir mal - ich glaube irgendwie nicht daran.

DieofDirenGrey 13.01.2006 13:17

Zitat:

Zitat von szer0x
Auf GF gefunden...

PS3-Auslieferung im April in Japan?

13.01.06 - Die PlayStation3 soll angeblich im April 2006 in Japan ausgeliefert werden. Das behauptet das japanische Magazin Digital Dime in der März-Ausgabe.

Sony hat den Termin nicht bestätigt. Offiziell wird die Markteinführung der PS3 mit Frühjahr 2006 angegeben, ohne ein Territorium zu nennen



...schauen wir mal - ich glaube irgendwie nicht daran.

Irgendwas stimmt sowieso zur zeit nicht mit Sony! Bei der PS2 hatt man über 9 Monate vor dem Release schon die Werbetrommel gerührt und jetzt? Um die PS3 herscht ein derartiges schweigen das man meinen könnte das System existiere nur auf dem Papier.

Nunja! Vielleicht ist es auch einfach nur die Ruhe vor dem Sturm (E3 2006).

mfg
Die

OmniBrain 13.01.2006 13:50

Nachher stehen die Teile wirklich im April in Japan in den Geschäften und keine Sau bekommt was davon mit. :ugly:


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