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GTA IV “gimped” by the 360 core, says Playstation mag; “Have you read up on the tech specs of the PS3 lately?” replies Aegies

May 2nd, 2007 by Aegies

(UPDATE: Sigh. And God damn it. Because Rambus and DDR manufacturers continue to list performance per 400Mhz, My analyses about memory speed are incorrect. I’m leaving them there, because I feel that if I make a mistake like that, the readers should know. I can’t nail people for lack of accountability without holding myself to similar standards. My points stand, however; the 360 holds a significant advantage over the PS3 in the memory department, and this will be more of an issue than storage media this console generation.)

So the new story brewing over the past few days has been the comments in a recent interview between Rockstar Games’ Dan Houser and the Official Playstation Magazine (at least, according to Computer and Videogames, although OPM was dissolved by Ziff-Davis months ago) that have implied that the 360 is holding Grand Theft Auto IV back. In a question that seems more than a little, er, leading, the magazine asks:

“On PS3 you’ve got a guarantee that every machine is going to have a hard-drive and, with Blu-ray, you’ve got plenty of storage, whereas on Xbox 360 there’s no guarantee of a hard-drive and you’re working with the DVD format. Does that create limitations?”

And Houser, having only one answer I suppose, replied:

“Yep.”

It’s kind of like saying “If fire were set to a house, would it be bad?”

Of course, most people seem to ignore his follow up statement: “Both of them have enormous challenges.” That’s an honest answer. Now, discounting the benefits of compression (quicker load times) and cheaper price points, at the very least, the lack of a hard drive is indeed a technical limitation. However, given that the hard drive is usually present, and that other developers have had little problem with the situation (See: Oblivion), it seems like it’s not quite the major issue they’re making it out to be. Not only that, Rockstar has taken to showing the 360 version of the game as opposed to the PS3, so, why might that be? Could it be because the PS3 version isn’t up to snuff? I happen to think so, and I’ll tell you why.


INCOMING POST OF DOOM (because numbers are better than rhetoric)

The PS3 uses 256MB of XDR memory accessible strictly to the system and the Cell. XDR theoretically has a bus speed of around 8GB a second, which is great, save that the PS3’s system bus is nowhere near that; as a matter of fact, nothing is. Still, it’s theoretically several times faster than DDR3, even if the Cell bus prevents us from ever seeing that speed. The RSX, the PS3’s graphics processor, uses 256 MB of DDR3 memory. This is the same kind of memory in the 360, more or less. It’s slower than XDR memory, but in real world applications, there’s no processor for consumers, and that includes the Cell, that actually is capable of using the 1.8GBps bus fully.

The system cannot intrude into the GPU’s memory space, and vice versa. This is regardless of the task the system has before it. The 360 on the other hand, has a unified pool of 512 MB that is shared between the processor and the GPU, meaning the system dynamically allocates memory where it’s needed from the pool, and also that developers can specify usage of much more than 256 MB of memory by the GPU. This, combined with the unified shader architecture of the Xenos, makes it a much more flexible and powerful graphics solution. ATi is just now releasing tech used in Xenos on the market, and the unified shader architecture is the future of their cards. Giving the GPU more memory obviously decreases the amount of memory that the CPU has access to, but for games, this generally isn’t much of an issue, as graphics are, by far, the most memory intensive aspect used in current games. A side note here: the PS3 has a dedicated sound processor however, something the 360 doesn’t have, so that’s a leg up for Sony. This obviously allows things to be going on graphically on the 360 that are not possible with the RSX; while there are already quite a few examples of lower framerates and muddier textures on PS3 versions of games also on the 360, the most obvious statement denoting the importance of memory available to the GPU and memory flexibility is Microsoft’s now famous statement to Epic that they had cost them a billion dollars, due to the increase from 256MB of memory to 512, as otherwise, Gears would have been largely impossible.

Finally, there’s more bad news: the PS3 OS demands almost a hundred MB of combined memory. Ars Technica puts it this way:

“…our sources have told us that these features use approximately:

- 64mb of the 256mb of available XDR memory off the Cell CPU
- 32mb of the 256mb of available GDDR3 memory off the RSX chip
- 1 SPE of 7 constantly reserved.”

Additional online components require even more resources, with some estimates claiming that as much as 60MB of memory is required for integrated commerce transactions (i.e., downloadable content). I wonder why Bethesda has had issues implementing downloadable content. In contrast, according to Microsoft and platform developers, all Dashboard functionality and OS operations occupy a 32MB footprint from the unified pool, and require a 3% cycle commitment from Cores 1 and 2 from Xenon (I sound like a goddamned Scientologist). So in actuality, NEITHER CONSOLE HAS ACCESS TO 512MB OF MEMORY. The 360 handles memory more flexibly and has access to considerably more though.

And before I get accused of making things up, lookie, sources:

Source 1
Source 2
Source 3
Source 4

A google search can indeed provide you with more info. I didn’t cite my sources for the info on DDR3 and XDR, but you can find them easily enough, as you can with the PS3 and 360’s respective specifications.

This all isn’t to say that amazingly beautiful games aren’t possible on the PS3; Ninja Gaiden Sigma looks gorgeous and runs at 60fps; Lair is looking better and better. I’ve said before that Resistance looks good, and that comparing it to Gears of War was unfair to Resistance, given the more hectic numbers present in the latter game. But to imply that the 360 is the only system with hardware limitations is not only misleading, it’s bullshit.

Game systems have limitations. It’s up to developers to work within those limitations to get the job done. We have heard more developers by far complain about the complexities of the Cell and the poor GPU integration of the PS3 than the lack of new storage media on the 360. There are trade offs to both system configurations, and comparing them statically based on the amount of hard drive space, or whether or not they have a hard drive by default, isn’t even close to being fair to the differences between them. In the meantime, I would rather they work on compression to make the game load faster than lazily fill up a Blu-ray without optimization. In that respect, PS3 owners should be glad they’re aiming for the 360. Compressed game data is better for everyone, especially when a Blu-ray drive loads significantly more slowly than the 360’s DVD drive.

-Aegies

This entry was posted on Wednesday, May 2nd, 2007 at 7:15 pm and is filed under GTA IV, Analysis, PS3, 360. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
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8 Responses to “GTA IV “gimped” by the 360 core, says Playstation mag; “Have you read up on the tech specs of the PS3 lately?” replies Aegies”

  1. Turkiye Says:

    Um, so tell us how you really feel!
    ;)

    Yeah, this was in a playstation mag. Nuff said.

    Both machines are capable of gorgeous visuals to be sure so does that even matter? I’m more concerned with whether or not a given architecure will effect actual level design, loading, and gameplay (in a negative way). I doubt either one will cause a problem that can’t be overcome with a little talent on the part of the devs. Both platforms have oodles of power and tons of opportunities for workarounds. Personally, I would like to see them fork the dev of each title to take advantage of the strengths of each platform, unfortunately, I think it more likely will end up both versions of the game will be plagued by the weaknesses of each platform such that the game becomes the lowest common denominator enabling as much common development as possible to save some scratch. All that being said, it’s still likely to be a rockin game that will now be accessible to a greater share of gamers.

  2. Aegies Says:

    Ha. Yes, well, I try to contradict retarded thinking where I see it. I was the one on the site who came out and said emulation for backwards compatibility on the PS3 could bring benefits like upscaling. I also think that the lack of DVD playback in the Wii will be good for its longevity. I wish Microsoft had made the hard drive standard, but I also understand the reasoning behind it. In the meantime, articles like this are fanboy inciting crap, and I think there’s enough stupidity on messageboards without a magazine (or a site like Kotaku) blowing things way, way out of proportion for hits during a slow news cycle.

  3. Steve Says:

    From what I saw of the demo of GTA 4, it didn’t seem far fetched to have that kind of graphics on the Xbox. But I think we’re forgetting something, GTA San Andreas did not look great, and had loads of bugs, but do those who like the GTA series really care about that? It’s about the gameplay, and with such a huge game, I fully expect there to be glitches in the next installment. As for graphics, great if they look good, but I’d be happy with San Andreas graphics with just more content. And for Sony mag to put that out… just makes me realize how upset they are they lost the exclusive first hit for GTA which was there biggest seller for the system when PS2 came out, and how much Xbox’s stock is on the rise. Now, will someone tell Sony to stop their BS ad campaigns and just make good games.

  4. Extinction Says:

    “The PS3 uses 256MB of XDR memory accessible strictly to the system and the Cell. XDR theoretically has a bus speed of around 8GB a second, ”

    No, it has a bus speed of around 25 GB a second, and IS accessable to both Cell and RSX

    “It’s slower than XDR memory, but in real world applications, there’s no processor for consumers, and that includes the cell, that actually is capable of using the 1.8GBps bus fully. ”

    Actually Cell is capable of that

    “The system cannot intrude into the GPU’s memory space, and vice versa”

    Again no. Both can intrude in both memory banks. Cell however has slow access to RSX’s pool.

    “Finally, there’s more bad news: the PS3 OS demands almost a hundred MB of combined memory. Ars Technica puts it this way:”

    Ars Technica denied that report later on, claiming they got the info from a message board, which later denied the info as well.

    ” I wonder why Bethesda has had issues implementing downloadable content”

    That too was denied. They said they are working on it

  5. Extinction Says:

    “especially when a Blu-ray drive loads significantly more slowly than the 360’s DVD drive. ”

    Again wrong.

    360’s DVD is only faster for SINGLE layered discs, and only 15% of the outer edge.

    On dual layered discs (the majority of games are pressed ont hese) 360’s DVD is the same speed as PS3s bluray, but only on the outer edge of the outer layer. It gets slower the closer to the inner edge you go, and even slower on the inner layer.

    Bluray has no speed penalty for both getting closer to the center of the disc, or switching layers.

  6. Aegies Says:

    So, as we mentioned on the podcast (which you’ll hear if you listen, along with us talking about this), this is sort of the culmination of the great (4000 word) email exchange between the above commenter and myself. I’m posting it because, well, after writing this much, I think I should. And not posting it would make him think he somehow made a point. I’ll let you guys decide.

    Extinction Said:

    “The PS3 uses 256MB of XDR memory accessible strictly to the system and the Cell. XDR theoretically has a bus speed of around 8GB a second, ”
    No, it has a bus speed of around 25 GB a second, and IS accessable to both Cell and RSX
    http://www.ps3land.com/ps3specs.php
    System Bandwidth
    Main RAM 25.6GB/s
    VRAM 22.4GB/s
    RSX 20GB/s (write) + 15GB/s (read)
    SB< 2.5GB/s (write) + 2.5GB/s (read)

    I don't even know where you got 8 from
    "It's slower than XDR memory, but in real world applications, there's no processor for consumers, and that includes the cell, that actually is capable of using the 1.8GBps bus fully. "
    Actually Cell is capable of that.
    I'd like to see your source on that, as nothing I've ever read backs you up
    "The system cannot intrude into the GPU's memory space, and vice versa"
    Again no. Both can intrude in both memory banks. Cell however has slow access to RSX's pool.
    http://www.gamesindustry.biz/content_page.php?aid=17547
    “I can see a couple of reasons why you might want to use it,” another developer told us, “but really, they’re pretty obscure, and you could probably do them on the RSX anyway, since it’s quite flexible. Besides, if you really need to access video memory from the Cell, you can use the RSX to copy it over into main memory really quickly - it’s all there on the slide.”
    http://www.anandtech.com/video/showdoc.aspx?i=2453&p=9
    Despite the fact that the RSX comes from the same lineage as the G70, there are a number of changes to the core. The biggest change is that RSX supports rendering to both local and system memory, similar to NVIDIA’s Turbo Cache enabled GPUs. Obviously rendering to/from local memory is going to be a lot lower latency than sending a request to the Cell’s memory controller, so much of the architecture of the GPU has to be changed in order to accommodate this higher latency access to memory. Buffers and caches have to be made larger to keep the rendering pipelines full despite the higher latency memory access. If the chip is properly designed to hide this latency, then there is generally no performance sacrifice, only an increase in chip size thanks to the use of larger buffers and caches.
    http://www.cg.tuwien.ac.at/events/EG06/gmgfiles/perthuis-talkeg2006.ppt

    “Finally, there’s more bad news: the PS3 OS demands almost a hundred MB of combined memory. Ars Technica puts it this way:”
    Ars Technica denied that report later on, claiming they got the info from a message board, which later denied the info as well.
    The message board your own link, links to, discusses this.
    1 SPE reserved = true, 1 SPE takable at any time = not true, 64 MB RAM = true, 32 MB VRAM = was an estimate based on 2 double buffered 1080p channels. PS3 doesnt have 2 channels anymore. Nor do all games use 1080p
    ” I wonder why Bethesda has had issues implementing downloadable content”
    That too was denied. They said they are working on it

    http://ps3.ign.com/articles/765/765378p1.html
    IGN: Will you be including the downloadable content that’s available for the Xbox 360 version in the PS3 game? Or are you looking at making some exclusive content?

    Pete Hines: We are going to try the downloadable content and we have just started looking at that. The game needs to be done first before we start thinking about DLC. If we do manage to put something together it would be the same content that was released before. We tend not to do exclusives for particular consoles.

    Um, 16x DVD is only faster on single layered discs, for 15% of the outer edge only.
    It slows down on the second layer, and the closer you get to the center.

    You should know this as you used the term a lot, the 16x is only it’s PEAK.

    Disc Transfer rate (DVDx=1.33 MB/s BDx=4.5 MB/s) (SL = single layered discs, DL = dual layered)
    PS3: 2x SL & DL constant (9 MB/s)
    360: 5-12x SL 3.3-8x DL (6.65 to 16 MB/s SL and 4.389 to 10.64 MB/s DL)

    360’s figures taken from the specs of a drive used in 360 manufacture

    Aegies’s Reply:

    XDR has bandwidth of between 25.6 and 51.2 gigaBITS (Gb) (http://en.wikipedia.org/wiki/XDR_DRAM), which translates to 3.2 or 6.4 gigaBYTES (GB), with Rambus claiming on their site that it can pass up to 8 gigaBYTES in bandwidth. I realize that Sony, both in their E3 press conference and in their subsequent public presentations have listed 25.6 GB as the bus speed between the Cell and its XDR pool, but the only way they could get this number (and I’m discounting that Sony somehow managed to get 8 times the listed gigaBYTE bandwidth output from XDR that Rambus lists it’s capable of in perfect conditions) is by purposely misprinting GB instead of Gb, or by adding together the bandwidth of 8 32MB XDR chips together, both of which are disingenous to be kind. This is why I used the speeds given for XDR by Rambus, as opposed to going off of Powerpoint presentations from Sony. Oh, and they clocked the Cell down to 3.0 GHz, which would also lower the bus speed between the processor and the memory. The PS3 most probably does not possess the bandwidth to get 8 gigaBYTES thoroughput from the XDR it uses, as it’s unlikely that it can access all 8 chips of XDR on the board simultaneously (as the SPEs don’t have much memory management ability of their own, although that would be a pretty amazing jump in architecture; it’d be like having 8 hands and enough cognitive ability to use all of them). If you check out the numbers that Microsoft put out for the 360, you’ll find they used similar hyperbole (or perhaps, creative interpretation, if you will) on their system, which is why I didn’t use their numbers either.

    I suppose absolutely technically, you’re right; it’s not absolutely impossible for the Cell to access the RSX’s memory pool, and vice versa. I wasn’t aware that it was already being suggested that developers circumvent the architecture of the PS3 and sacrifice cycles and speed to try to scrape up additional memory. So, point to you. This is still a poor solution to an issue that Sony should have foreseen prior to finalization of the system and production, although it may have something to do with their relatively last minute introduction of an Nvidia graphics solution after it became clear that the Cell was incapable of doing everything, which happened either in late 2003 or early 2004. It remains comparitively impractical to do so, though not impossible.

    As far as disc read speed, it isn’t as simple as “well it’s not full speed all the time”. This link does a pretty good job explaining why that is. Not only that, but if devs are using compression on content, which they should be doing as the multithreading capabilities of both the PS3 and the 360 (seeing as how they’re both branches off the same evolutionary offshoot of the PowerPC) make quick decompression while loading into system memory fairly inconsequential, and lead to faster load times. In my personal opinion, and in many developer’s opinions, DVD-9 is more than adequate for pretty much any game anyone is making. If Bethesda can put Oblivion on a DVD-9, then I’m fairly sure that Rockstar will be fine, even if it means they need to work a little harder. But they can always put content on a second disc; they can’t add memory to the PS3, or fix it’s architecture.

    On downloadable content, I read that interview with IGN, which is with a marketing schlub, whose talking to a platform specific channel on IGN, and trying to sell the game. However, according to 1UP, a platform agnostic site, in speaking to the tech people at Bethesda responsible for the PS3 conversion, that the PS3 is incapabale of implementing DLC currently due to memory constraints, and that they’re working on trying to figure something out. I don’t expect marketing to say something that people want is impossible, but I also don’t look to them for technical information. The video where 1UP talks about this is here: http://gamevideos.com/video/id/8905. I’d download the video and watch it. The part where they talk about the PS3 and “technical limitations” starts at about 6:12. They said that everything they’ve tried hasn’t worked adequately performance wise. So they’re trying, but it’s going to be limited in what they’re able to introduce. Wishful thinking makes it easy to take something different from the suggestion that DLC is possible on the platform, but read more closely: We are going to try the downloadable content and we have just started looking at that. The game needs to be done first before we start thinking about DLC. If we do manage to put something together it would be the same content that was released before. We tend not to do exclusives for particular consoles. Definitely not a confirmation. I didn’t say there would never be DLC for the PS3 version of Oblivion, although I understand why you could read it that way. I said that “they’re having trouble implementing” it, which the interview you list never denies.

    Regarding the OS footprint, if you’re saying that the video memory side isn’t so occupied, ok. Your reasoning is sound, and I can buy that. So we divide by 2, as it isn’t dual channel 1080p, and then we divide by 2, because 720p is roughly half the pixels of 1080p, so we have 8MB. So that’s a 72MB footprint, which is still a lot in comparison, and you do nothing to disspell the theories regarding additional resources for things like commerce, voice chat, etc. Excusing that though, there still remains a sizable memory discrepancy between the two consoles.

    The PS3 has some technical advantages over the 360: it’s HDMI 1.3 support raises the possiblity of Dolby TrueHD in games, which is exciting, and it natively supports 7.1 channel audio, both of which the 360 is incapable of in gameplay. It’s the first console since the original Playstation to use a consumer electronics standard output, which is customer friendly, as is the ability to upgrade the hard drive without paying an arm and a leg. It’s quieter, and it’s the most reliable console that Sony has ever released (so far). But those things notwithstanding, system memory and flexibility has thus far been the most important feature of next-gen development (hence Gears of War costing Microsoft a billion dollars due to Epic’s memory request), so if either system is going to hinder development, it would be the PS3. That was the point of the article, and I stand by it. I will make minor corrections to it later, and mention where I do so, attributing you for correcting me. For now, I’m going to actually play a video game (on a Playstation 2, no less). Have a good evening.

    Angry Fanboy replies:
    “. Oh, and they clocked the Cell down to 3.0 GHz”

    No they didn’t. It’s still 3.2. I’ve never heard anything about it being downclocked. Please do not spread rumors. What next, you’re going to claim RSX was downclocked to 500 MHz too?

    ” The PS3 most probably does not ”

    Do not speak to me in probably’s. You made the claim, back it up. Do not tell me I think, I and other non-fanatic will chose the official data over someone’s post, who’s already disagreeing with developers.

    ” I wasn’t aware that it was already being suggested that developers circumvent the architecture of the PS3 ”

    They are circumventing nothing. It was designed for that. I can show you a quote saying there is very little penalty for doing this

    “As far as disc read speed, it isn’t as simple as “well it’s not full speed all the time”. ”

    Actually it is. And I knew you’d show me the gamespot link. There’s a flaw, they failed basic math. Look at the numbers they gave for bluray. 1x = 4.5 , but 2x = 8? Last I checked, 2 times 4.5 was 9. Show me a real source. One that didn’t fail 1st grade.

    “Not only that, but if devs are using compression on content, ”

    PS3 devs do use compression. I can show you a quote from the Resistance devs if you’d like. I can show you a quote from Sony saying for the first time they can decompress on the fly.

    http://blogs.ign.com/Ted-Insomniac/2006/09/07/30283/
    And yes, we do compress our level data. The fact that we store so much on disc is actually not that surprising when you look at the numbers. Consider that even with compression, each of our “levels” (or loaded areas) has more than 300 megs of unique data. And keep in mind that we’re also streaming data during level playthroughs. It doesn’t take too much level data before you’ve gone past what can be stored on a dual-layer DVD. And between single player and multiplayer we have a lot of level data (over 40 different large loaded areas) – yes, more than will fit on a dual layer DVD.

    http://www.psu.com/node/6044
    . Using the SPUs to do runtime decompression also helps keep downloads sizes manageable, that’s something that wasn’t available on earlier generations of consoles.

    Compression is not magic. It has limits and costs

    ” If Bethesda can put Oblivion on a DVD-9, then I’m fairly sure that Rockstar will be fine,”

    You’re theorizing again (and trying to pass them off as fact). Your theory however is irrelevant compared to a developer’s statement. If Rockstar says they are having trouble, THEY ARE HAVING TROUBLE. Do not say but this dev said. Well that dev didn’t make Rockstar’s game now did they? Rockstar filled DVDs LAST GEN, they’re going to need more space next gen. Games use space differently. GTA for example, has a tendancy of having hours of music. Then there is the fact that the textures in a GTA game would have to be far more varied than in Oblivions. The have a whole city to do.

    ” that the PS3 is incapabale of implementing DLC currently due to memory constraints,”

    http://ps3.ign.com/articles/762/762882p1.html
    Rumors were rampant about the reasons behind the lack of downloadable content. Other websites have reported that the justification behind the missing missions and features was due to technical limitations of the console. According to Hines, nothing could be farther from the truth. There were two specific reasons behind why items like the Orrery and Mehrunes’s Razor will not be included within the PS3 version of the game. First of all, there was a concern about the balancing of the game and initially giving players access to a thieves den or a wizard’s tower immediately at the start of the game. “There was no good way to incorporate these features into the game as soon as it started because it didn’t make sense,” Hines said. While he didn’t rule out the possibility of some of these side quests or features making it into the game, it wouldn’t necessarily be as soon as the game hit store shelves.

    In fact, the other reason why the downloadable content for the PS3 version of the game isn’t included isn’t solely because of the technical limitations of the system. Instead, it’s because the designers haven’t actually tested the PlayStation Network Store and the mechanisms for delivering content to systems. Considering that the development team has been spending a large amount of time making sure that the game transitions over to the PS3 well without the numerous bugs or glitches that plagued the PC and 360 versions of the game, working on the store was definitely a low priority on their list when it came to dedicating additional resources to that feature. But it is being worked on, and it will be coming at a later date.

    Please, no more rumors. Admittidley it’s hard since so much anti-Sony stuff is made up right now.

    Also, the gamespot site forgot to mention dual layered DVDs are hit with a speed penalty. Bluray discs are not.
    For christs sakes, the site that claims those features (chat, DLC, etc) take up all the RAM, is the one that was wrong in the first place

    http://arstechnica.com/news.ars/post/20060413-6600.html

    And this was before they denied “- 1 SPE of 7 able to be “taken” by the OS at a moments notice (games have to give it up if requested) ”
    They denied the evidence you’re using!

    Doesn’t that tell you something?
    Also, unified shading is all it’s cracked up to be either

    http://www.bit-tech.net/bits/2005/07/11/nvidia_rsx_interview/4.html
    “It’s far harder to design a unified processor - it has to do, by design, twice as much. Another word for ‘unified’ is ’shared’, and another word for ’shared’ is ‘competing’. It’s a challenge to create a chip that does load balancing and performance prediction. It’s extremely important, especially in a console architecture, for the performance to be predicable. With all that balancing, it’s difficult to make the performance predictable. I’ve even heard that some developers dislike the unified pipe, and will be handling vertex pipeline calculations on the Xbox 360’s triple-core CPU.”

    I can’t find the quote, but I remember someone saying Unified was better for 360, but non-unified was better for PS3. They are different situations, and using the other would’ve been inefficient.

    http://blogs.mercurynews.com/aei/2006/07/nvidia_ceo_an_e.html
    ATI is excited about unified shaders. If you pull back, how do you see if your people are making the right decisions?
    For each one of our generations, we need to have a vision of what we want to do. It costs hundreds of millions of dollars to come up with a new architecture. I don’t know what they’ve built for next generation. It comes down to a different system vision for what we are trying to achieve.

    http://www.futurehardware.in/71010.htm
    - Cell, however, can be used for graphics tasks. Cell and RSX have direct
    access to the results of each other’s operations. Kutaragi specifically
    mentions displacement mapping as a sample workload the SPEs could take on. I
    think he mentions something about harmonising floating point rounding errors
    between the CPU and GPU to further ease data exchange between the two. Seems
    like they focussed quite a lot on harmonising communication between the GPU
    and CPU, and binding them quite tightly together.

    - Originally there was no VRAM in PS3. The graphics chip accessed only the
    XDR ram.

    - There is no eDram in PS3, because they couldn’t put enough on the die to
    support a 1920×1080 frame let alone 2. Kutaragi thinks the transistor cost
    of eDram is too high when you consider what the same amount of transistors
    buys you elsewhere in terms of more shading power.

    - He touches on unified shading and mentions something about problems with
    stalls..I don’t know, hard to make out exactly what he’s saying there

    As for Microsoft, with Xbox 360 GPU of ATI took Unified-Shader type
    architecture. With program characteristic Unified-Shader with advanced.

    Kutaragi: As for the architecture of ATI, as for Shader however Vertex
    Shader and Pixel Shader equality (architecture) with, are visible at first
    glance well with joint ownership, you think that it is difficult. For
    example, whether the result of doing apex processing is made somewhere, how
    doing that, in Shader letting flow (for pixel processing) again? When
    somewhere is plugged, the stall it does entirely. Really it is different
    from those which are drawn in the picture. If of realistic performance is
    thought, you think that method of approaching NVIDIA is superior.

    By the way, even with present PS3 architecture, it can use Cell in
    graphic processing. As for Kirk of NVIDIA, with the combination of Cell and
    RSX, it has made clear that pre- processing and post processing of 3D
    graphics can be done with SPE of Cell. For example, metamorphosis is done
    Displacement Mapping which (displacement mapping) and the like also to do on
    SPE side it is possible the apex data.

    Both developers say their implementation was better for their situation.

    http://www.theinquirer.net/images/articles/PS3_memory_bandwidths.jpg

    Here’s a slide from devstation (given to developers) I trust it more than your 8 figure
    (Local memory refers to VRAM)

    I’m on my PS3 right now (linux)

    [root@localhost ~]# cat /proc/cpuinfo
    processor : 0
    cpu : Cell Broadband Engine, altivec supported
    clock : 3192.000000MHz
    revision : 5.1 (pvr 0070 0501)

    processor : 1
    cpu : Cell Broadband Engine, altivec supported
    clock : 3192.000000MHz
    revision : 5.1 (pvr 0070 0501)

    timebase : 79800000
    machine : PS3PF

    Please stop reporting rumors. If the PS3 itself telling you iy’s 3.2 GHz isn’t enough for you, nothing ever will be.
    And I will start posting on sites you’re arguing with what the PS3 reports itself as if you don’t accept this
    I can post a screenshot once I figure out how (printscreen does nothing)
    Ive proven my claims, you should allow the posts.

    Supressing them does scream fanatic denial. Especially considering the proof I’ve used, like the official drive specs.

    My final reply:
    You’ve proved that the Cell runs at 3.2. Everything else you’ve listed has been from unnamed sony “developers”, and from Sony powerpoint presentations. It would be more or less impossible for the Cell, or the Xenon for that matter, to access memory at the speeds that they list on those slides (save for fudging the numbers in a manner that I’ve already described). You most certainly sound like the fanatic you’re labeling me as, given your repeated citing of the same sources, over and over. The numbers and technical specifications of XDR memory, AND DDR3 memory, don’t support your claims, or Sony’s claims. Should I let your comments through, specious as they may be, I’ll roll all of this exchange into a new post, and we’ll see who looks more ridiculous. Because if you read over what you’ve already sent me, I think you might feel a little sheepish. Let’s review: you flame me for making a claim without citing a source, and refute it without citing a source. The only sources we have for PS3 capabilities are the ones’ Sony has released on their slides, and I’ve already demonstrated that they’re more than a little suspect. Sony has revealed nothing to suggest that they’ve created a way to defy the limits of the memory they claim they’re using. Show me some documentation that they’re able to access every memory chip on the Cell side simultaneously (which is literally the only way that they could legitimately get the speeds they claim on their papers). Given their track record on exaggeration and downgrading of technical specs: remember 1080p on everything? 120FPS? Dual HDMI output simultaneously running 1080p and 60FPS on both? Remember 3 gigaBIT ethernet ports? How about cross game messaging and unified friends lists, on par with Live? Killzone 2? Motorstorm? You’re citing sources and interviews published before their technical house of smoke and mirrors fell apart. They have repeatedly exaggerated or lied about their console, it’s potential, what’s running under the hood, and what it’s going to do. It is impossible to use Sony’s marketing material for reliable information. If I have to choose who to believe over Sony or Rambus on the speed of their memory, then I’m choosing Rambus, and the same holds true for DDR3 manufacturers. You also continue to ignore the original point of the article, which is indisputable: the PS3 is at a pronounced memory disadvantage in comparison to the 360, which is proving thus far to be the limiting factor in the next gen race.

  7. eat. sleep. game. post? Says:

    […] opposed to letting it slide into obscurity: I fucked up calculations regarding memory buses in my GTA IV article. I stand by my conclusions in the article, but I’d prefer to be kept honest. So there it […]

  8. eat. sleep. game. post? Says:

    […] I’m not going to post too much opinion here, as I’ve already posted quite a bit in my GTA IV article, but I thought I’d let some people see this, and maybe they can crawl out of my […]

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