nVidia to build PS3 GPU

Page 3 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
Good luck getting some 3rd party to implement that functionality.

Same can be said about modding a XBox to store entire games on the HD, or mod chips for any of the consoles though.

Why? Well, for one thing, it would present hardware similar enough to the hardware of other systems that uses texture-mapped polys (making for easier ports), and two, even if the output is generated using shaders, many of them require multiple 2D data maps as input, whether or not those are directly used as output textures. (Normal maps, etc.)

Two parts- one is that you are thinking Sony wants to make it easy to port and two you aren't thinking in a procedural texture sense. Normal maps are very rudimentary.

A low entry cost is critical for console market-acceptance. It doesn't matter how good the console is, if the price is too high. The 3DO is the canonical example. (I personally find many of the games to be more enjoyable, and have better graphics than the PSX, for example.)

The 3DO is a bad example as its business model was completely borked versus all of the other players. Trip Hawkins and crew decided that they would pocket all of the game royalties and let Matsushita make money on the hardware- this assured it was going to fail. Sony/MS/Nintendo can afford to take a loss on a console without batting an eye if they can recoup the costs in software royalties- this is actually the driving force behind the console market.

Now, going with a GB of RAM is going to be expensive, however Sony owns their own fabs that are certainly capable of being tooled for the task. The RAM market has very volatile prices due to the boom bust cycle, if Sony is controlling all the elements the cost of RAM won't be all that high at all, likely less then it cost MS to have a HD in the XBox(which Sony won't need with Blu-Ray).

Cell being bidirectional? I don't understand what you mean by that.

Say you send off your scene to be rendered and the GPU is getting a bit bogged down by the shader code- Cell could offload, say, the shader for the water while the GPU handles the rest. It has the raw computational power to handle tandem rendering with ease(it was debateable if Cell could do it without any shader assistance from a GPU at all).

I really doubt that any of these up-and-coming consoles will sport 2GB of RAM though, that's just way too much.

I in no way expect them to either, I was saying that even if Cell was packing 2GB of RAM it wouldn't be enough to keep the monster CPU fed unless it was entirely very resource intensive code. In terms of peak FLOPS Cell should be around thirty times faster then the fastest PC processor you can buy right now, it is in an entirely different league.

Then again, if you look at the need for memory for textures and level data of current cutting-edge PC games, you do really need a min of 1GB, and if those consoles are supposed to remain competitive for several years longer.. hmm.

I wouldn't make the mistake of comparing horrific PC game code to console code, they really aren't close. DooM3 lists requirements as having 384MB of system RAM and a 64MB vid card- the XBox only has 64MB total and can run a scaled down version of the game. Given, it is not up to the quality of the PC port but we are talking about 1/7th the amount of RAM to deal with.

dguy

They were clocked higher, and had just about the same performance for clock. The PS2 was NOT that spectacular. Just look at the cpu's performance numbers

6.6GFLOPS. Go do some research.

heck look at the games.

Pair a P4 3.6GHZ EE with a Voodoo1 and look at the games, what is your point?
 

dguy6789

Diamond Member
Dec 9, 2002
8,558
3
76
So the ps2 does 6.6GFLOPS, the xbox does WELL over 70. The ps2's overall hardware was slower then the dreamcast, when it came a year before....

Yea it was faster then most other cpus of the same speed when it came out, but the fact is, it does not do twice the work per clock of an Athlon or a Pentium 3. The gamecube does more work per clock then the ps2, AND has more mhz.

Saying the ps2 cpu is faster then a 600+mhz athlon is like saying a 1.5ghz athlon xp is faster then a 3ghz pentium 4, and that is not going to happen.
 

James3shin

Diamond Member
Apr 5, 2004
4,426
0
76
fine, a a64 2800+ is faster then a p4 2.8c, the PS2 EE was no slouch, and is a very good contender in terms of performance judging by the games. Compare the games on the xbox to the ps2, is there a huge gap? I'd have to say no by looking at GT4 and Forza...look at Jak3 and Blinx, albeit the xbox is a superior piece of hardware, but to consider the PS2 EE a slouch and not competitive compared to the other consoles is just wrong. Just look at the games as well, not just numbers.
 

dguy6789

Diamond Member
Dec 9, 2002
8,558
3
76
No, the gaps are not that big. But they are still there. I have yet to see anything on ps2 look as good as the likes of halo2 or metroid prime 2.
 

MadEye2

Senior member
Oct 28, 2004
273
0
0
Maybe PS2 games will start to look better now it's ageing - like the way early PSX games look crappy compared to the ones that came out before it near the end of it's life. Then again, developers should be experts on 3D by now, so it's probably not likely.

The Dreamcast was a beautiful machine and you can pick up secondhand ones for about £20 now. I might just buy one.

You can see directly how well the PS2 compares with the other consoles of it's generation by looking at muliformat games - Sonic Heroes looks beautiful on XBOX and Gamecube, but on PS2 it looks a little ropey.
I don't know about you lot, but I find PS2 games rather pedestrian. There is nothing on there that appeals to me.
 

James3shin

Diamond Member
Apr 5, 2004
4,426
0
76
your right, there really isn't much comparison to halo2 or Metroid 2, on the PS2, but I don't see anything very much comparable to GT4 or even GT3 at its time of release, to me Forza doesn't have that realistic sheen GT4 carries, Forza has the Sega GTesque style in terms of visuals to me, which isn't bad but its no GT.
 

VirtualLarry

No Lifer
Aug 25, 2001
56,587
10,225
126
Originally posted by: BenSkywalker
Same can be said about modding a XBox to store entire games on the HD, or mod chips for any of the consoles though.
Yes, but writing an entire software emulator for advanced console hardware, *for* another console, is a much higher magnitude of order-of-difficulty than finding out which wires to pulse or not pulse signals on to bypass a door sensor and trigger a reset, or however they generally bypass the protection. (I know for the XBox they bypass some BIOS code.) The only party really capable of doing doing like that, is Sony or MS.

Originally posted by: BenSkywalker
Two parts- one is that you are thinking Sony wants to make it easy to port and two you aren't thinking in a procedural texture sense. Normal maps are very rudimentary.
Well, the fact that the PS2 didn't support mip-mapping is what cost them support for porting that OddWorld game in 3D that was eventually released as an X-Box exclusive. At least that's what the developer(s) publically mentioned in a magazine issue. I'm sure that it has affected a number of potential PC-to-PS2 3D ports. Most of them that did get released, were for games that were using the UnrealEngine, which already had a port of their libs to the PS2 hardware.

So yes, I would hope that Sony would want to make their hardware as easy to program, and port to, as possible. Use of 2D maps are not going away any time soon for 3D pipelines.

Originally posted by: BenSkywalker
The 3DO is a bad example as its business model was completely borked versus all of the other players. Trip Hawkins and crew decided that they would pocket all of the game royalties and let Matsushita make money on the hardware- this assured it was going to fail. Sony/MS/Nintendo can afford to take a loss on a console without batting an eye if they can recoup the costs in software royalties- this is actually the driving force behind the console market.
But the sucess/failure of the company and their business model, is actually a different thing than the actual market-acceptance of their console. The historical fact is that the initial price of the hardware was too high, and it cost them market-share. Everyone in the industry knows not to make that mistake ever again.

By they time that the price of the 3DO unit had fallen to acceptable retail-price levels for the majority of custoers, 3DO had already lost the software support of major developers, and the up-and-coming Sony was on the market with their PSX, with the perception of it being newer and better, and at the same price point as the then-discounted 3DO.

(The royalty model isn't a bad one though - that's exactly the same one that NVidia is going to be taking advantage of here with the PS3 - they design it and license it, and make royalties off of it, while Sony produces it.)

Originally posted by: BenSkywalker
Now, going with a GB of RAM is going to be expensive, however Sony owns their own fabs that are certainly capable of being tooled for the task. The RAM market has very volatile prices due to the boom bust cycle, if Sony is controlling all the elements the cost of RAM won't be all that high at all, likely less then it cost MS to have a HD in the XBox(which Sony won't need with Blu-Ray).
I'm not sure how you manage to somehow equate the relative costs of production for mechanical HDs, compared to DRAM chips. DRAM isn't a hugely profitable business anymore, and if Sony re-tooled their fabs to produce DRAM, strictly for the PS3, they would have to take them away from producing something else, something probably more profitable. Vertical integration doesnt always lower costs, and that's probably why PS2 used Rambus dram. Sony didn't make the memory for their PS2, why would they for PS3?

Part of the reason for using Blue-Ray, other than the fact that Sony is behind that format, is to also provide an installed-base of drives/players, to then present to the content-producers and convince them to adopt Sony's format for mass-distribution. Since those are going to be pressed (non-recordable) discs, I don't see how that does away with the need for persistant storage on the console itself (either HD or memory-card). I certainly don't see them putting a Blue-Ray recording drive into the PS3, at least not at the price-point of the entry-level models, although I could see a higher-end DVR model also being sold later on.

Originally posted by: BenSkywalker
Say you send off your scene to be rendered and the GPU is getting a bit bogged down by the shader code- Cell could offload, say, the shader for the water while the GPU handles the rest. It has the raw computational power to handle tandem rendering with ease(it was debateable if Cell could do it without any shader assistance from a GPU at all).
Well, I would assume that the GPU and the CPU would be optimized for different tasks, but what you are talking about is scene-based load-balancing, something that old-school higher-end hardware has been doing for some time now. (Usually not by offload some tasks to the CPU, but rather, culling out smaller, less-noticable details so as not to bog down the graphics hardware.) I'm sure SGI probably has some patents in this area, not sure if those were among the ones that they sold to MS.

That actually is one thing that I've often wondered about modern console hardware - what with all of that graphics power, they still can at times get bogged down and end up with a reduced frame-rate. The PS2 version of SoulCaliber 2 was one of the worst in that regard. It was even more ironic, since the arcade version was based on PS2 hardware, and didn't suffer any slowdown like the home one did, on the same nearly visually-identical levels. My understanding is that they "slightly enhanced" the graphics in a few areas for the GC and XBox ports, and then somehow backported those additions to the PS2 home version, with the result that the graphics load was just barely over what the hardware could handle, and thus you end up with half the frame rate in some parts of some levels, or when particular sets of characters/weapons are chosen.

So why don't they implement scene-based load-balancing, in order to maintain absolute smooth frame-rates, something that is extraordinarily important in games (and in military sims, which the tech. was designed for originally). It could be the patents, I suppose.

Originally posted by: BenSkywalker
I in no way expect them to either, I was saying that even if Cell was packing 2GB of RAM it wouldn't be enough to keep the monster CPU fed unless it was entirely very resource intensive code. In terms of peak FLOPS Cell should be around thirty times faster then the fastest PC processor you can buy right now, it is in an entirely different league.
Huh? Cell *is* the CPU, some sort of multi-core/vector hybrid design. I guess - I don't have any good specifics. Point me to some if you have any. Also, the amount of RAM has little to do with the available bandwidth to feed it with. The existing PS2 has something like 2MB (4MB?) of embedded dram in the GS, with an obscene amount of available memory bandwidth using that EDRAM, but DMAing textures in from outside (main RAM) is order-of-magnitudes slower, as I understand it. Total system RAM size is mostly a cost issue more than anything else, I think.

Originally posted by: BenSkywalker
I wouldn't make the mistake of comparing horrific PC game code to console code, they really aren't close.
I honestly don't think that the quality of the code really factors into it at all - rather, it is the demand for high amounts of art resources (textures, model meshes, etc.) necessary for maintaining an "immersive experience" for the player that remains at the cutting-edge of technology. Code size has very little to do with artwork size. What I would think would matter most, in terms of reducing running memory-requirements, would be hardware compression features like S3TC and 3DC. Some playstation games even used the MDEC hardware for compressing and retrieving 2D graphics too, including texmaps in some games, even though that compression hardware was intended for streaming-video mostly. Hopefully the hardware that NVidia provides for the PS3 will have a whole slew of memory-compression/reduction techniques, since the PS2 had virtually none.

Originally posted by: BenSkywalker
DooM3 lists requirements as having 384MB of system RAM and a 64MB vid card- the XBox only has 64MB total and can run a scaled down version of the game. Given, it is not up to the quality of the PC port but we are talking about 1/7th the amount of RAM to deal with.
That's exactly what I mean. Either the console includes enough RAM to match the current PC game's memory requirements for the artwork, with the associated higher hardware cost, or the game has to be downscaled to fit into the limited resources of the console, and the overall gaming experience suffers.

The tough part about that equation is, how high can they go, in terms of cost and ability to provide hardware resources, before they start to price themselves out of the market? The Dreamcast and the Xbox at least had a slight advantage, in that they use shared/unified memory, so they don't have to have duplicated copies of textures, one in texture ram and one in main RAM, like some console systems (and most PC games) do.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
So the ps2 does 6.6GFLOPS, the xbox does WELL over 70.

If I were to say that statement made you sound like you were seriously mentally disabled, it would be an insult to those who were seriously mentally disabled. Intel's first chip that could hit 6GFLOPS was Itanium- as I stated to you- do some research. You are proving yourself to be more and more of a fool with each post. Go find links before you bother posting in my direction again or I am not going to respond to your ignorant drivel.

Larry-

The only party really capable of doing doing like that, is Sony or MS.

Not true at all. I don't think it is *likely* to happen at all, but there are hundreds of people and companies capable of it. Emulating DX would be the hardest part but it isn't like you are dealing with a x86 level proessor either.

Well, the fact that the PS2 didn't support mip-mapping is what cost them support for porting that OddWorld game in 3D that was eventually released as an X-Box exclusive. At least that's what the developer(s) publically mentioned in a magazine issue.

Oddworld was always supposed to be an XBox exclusive, the reason why it was considered for porting was due to the lack of installed base the XB had.

I'm sure that it has affected a number of potential PC-to-PS2 3D ports.

A pittance. The PC is the fifth tier in the gaming world- and overwhelmingly the titles that come out for it are not going to generate much revenue on the console side. WoW just broke the all time PC record for first day sales amassing 240,000 units sold on the first day, one tenth of Halo2's first day sales. PC ports are trivial at best in the console market. It is the console to PC ports that tend to make decent money(compared to other PC titles, not compared to their platform native ports).

Most of them that did get released, were for games that were using the UnrealEngine, which already had a port of their libs to the PS2 hardware.

So yes, I would hope that Sony would want to make their hardware as easy to program, and port to, as possible. Use of 2D maps are not going away any time soon for 3D pipelines.

Sony is the 500lb gorilla of the gaming market right now, like it or not. They sell more games for their platform then all the other set top consoles and the PC combined. Making their platform easier to develop for is beneficial for them as developers can pump out titles quicker. Making ports easy isn't in their best interest. PC developers mainly want to deal with MS- Sony tends to deal with console exclusive dev houses and keeping more titles PS3 exclusive is paramount for them.

But the sucess/failure of the company and their business model, is actually a different thing than the actual market-acceptance of their console.

No it is not, they are exactly the same.

The historical fact is that the initial price of the hardware was too high, and it cost them market-share.

The REASON the price was so high on the hardware was BECAUSE of their business model. This is fact. Hawkins expected Matsushita to take a loss on the hardware- Matsushita was going to make their money and they did this on the hardware as they had no other way. If you were to look at the XBox and what it cost to build at launch and then factor in the comparable markup that Matsushita used it would have been ~$650. The business model used for the 3DO is what killed it, plain and simple.

The only reason console hardware is cheap is because all of the money is made on software royalties. If Hawkins had cut Matsushita in on the royalty kickbacks then they would have sold the console for a marketable price.

I'm not sure how you manage to somehow equate the relative costs of production for mechanical HDs, compared to DRAM chips.

Things cost money, some things cost more then others, what are you talking about with this question? The PS3 will not have a HD, it is using BluRay. The cost of RAM can quite easily be compared to the cost of HDs, what is the problem?

DRAM isn't a hugely profitable business anymore, and if Sony re-tooled their fabs to produce DRAM, strictly for the PS3, they would have to take them away from producing something else, something probably more profitable.

Nothing is more profitable to Sony the their Playstation enterprise. In fact, that has been the only profitable division of the company for a long time now.

Sony didn't make the memory for their PS2, why would they for PS3?

I'm not saying they will I'm saying they could. Why would they? Cost and control. The same reason they made almost every other components for the PS2.

I'm running short on time so I'll rapid fire your points-

Blu-Ray- Sony has already indicated they are going with writeable media for the games on the PS3. They may change it, but I assume they are doing what they say on that front.

Patents for load balancing that SGI may have are already licensed to nVidia. But I'm not talking about culling at all, it is shifting shader loads when required.

PS2 arcade hardware had twice the RAM as the console- that's the reasons for performance differences.

Carmack has stated that working on a fixed platform vs the PC you can expect a 100% performance improvement as the code can be much tighter. As far as art assets, you are thinking in terms of PC bloat it everywhere we can mindset. There are much more compact ways of doing things.

You assume that the dominant force in the gaming market has to some how work around the miniscule PC gaming market....why? Moving over to procedural textures can save an enormous amount of memory space.
 

VirtualLarry

No Lifer
Aug 25, 2001
56,587
10,225
126
Originally posted by: BenSkywalker
Not true at all. I don't think it is *likely* to happen at all, but there are hundreds of people and companies capable of it. Emulating DX would be the hardest part but it isn't like you are dealing with a x86 level proessor either.
Err, emulating the Xbox on PS3, would require emulating the x86 P3-class CPU as well. Along with knowing the insides of both the Xbox and the PS3 well enough to implement things. I guess I was just trying to point out how difficult it would be, and even though there are a huge number of independently-developed emulators out there for PCs, the console ports of those emus are generally poor, and there are no PS2 or XBox emulators that are anywhere close to playing actual commercial games. Realistically, for such a thing to happen, it would have to have Sony or MS support, and that would never happen for legal reasons.

Originally posted by: BenSkywalker
Oddworld was always supposed to be an XBox exclusive, the reason why it was considered for porting was due to the lack of installed base the XB had.
Nope, it was originally in development for the PS2 as well. That I clearly remember, because I'm a big fan of the series (but not of the XBox), so I was sorely disappointed that they cancelled the PS2 version already in development.

Originally posted by: BenSkywalker
A pittance. The PC is the fifth tier in the gaming world- and overwhelmingly the titles that come out for it are not going to generate much revenue on the console side. WoW just broke the all time PC record for first day sales amassing 240,000 units sold on the first day, one tenth of Halo2's first day sales. PC ports are trivial at best in the console market. It is the console to PC ports that tend to make decent money(compared to other PC titles, not compared to their platform native ports).
Perhaps, that is because of the difficulty of doing the PC-to-console port in the first place, and still having a quality result. Unreal Tournament for DC and PS2 came out pretty well, I thought, all things considered.

Doing MMORPGs on consoles, period, is another story altogether, not the least because consoles don't have keyboards by default, and text is hard to read on low-res television displays, and yet is often critical to those sorts of games.

Originally posted by: BenSkywalker
But the sucess/failure of the company and their business model, is actually a different thing than the actual market-acceptance of their console.
No it is not, they are exactly the same.
Huh? So you are saying, that a console developer that is not a mfg, and bases their revenue off of licensing fees, is automatically going to result in a console that debuts at a $700 price-point, and fails to acquire significant market-share, and then loses developer market-share, which causes a cascade and then they finally get wiped off the map when the "next big console" enters the market?

I don't see how one has a direct causal relationship with the other in any way, other than if the console doesn't sell, obviously, eventually the company developing it will fold. But the business model that they chose, doesn't imply that result - if that were true, then what you are saying is, NVidia is doomed in the console market, because they likewise chose to go the technology-licensing route. Both you and I know that NV most likely is not doomed by this, quite the opposite, so that tends to suggest that your statement is incorrect.

Originally posted by: BenSkywalker
The REASON the price was so high on the hardware was BECAUSE of their business model. This is fact. Hawkins expected Matsushita to take a loss on the hardware- Matsushita was going to make their money and they did this on the hardware as they had no other way. If you were to look at the XBox and what it cost to build at launch and then factor in the comparable markup that Matsushita used it would have been ~$650. The business model used for the 3DO is what killed it, plain and simple.
The high costs to mfg the 3DO are what killed it, plain and simple.

Nintendo, AFAIK, has never sold a console at a loss, and they've been a leader in the console business for quite some time. The 3DO was simply over-designed and overpriced at launch, period. Irrespective of business models.

MS is the only one with a serious "bleed cash to gain market-share" business model, and they only did it because they: a) can afford too, MS has huge stores of cash in the bank, and b) needed market-share badly, to survive in the console market. Sony doesn't do that - what they do is take a small loss in the beginning on the hardware, but that loss can be amortized over the life of the console, through multiple cost-cutting mfg revisions, so that they eventually turn a profit, overall, over the life of the console. That simply wasn't possible with the Xbox, which started its life built around commoditized low-tier PC parts, but MS failed to understand that they couldn't make any real further cost-reductions during the console's lifetime. Thus they continued to bleed cash, and have no other choice but to make it up from licensing fees off of the software. Btw, the cost for the Xbox at launch was estimated to be more around $400-450, not $700, as was the retail price of the 3DO when it was first introduced.

Originally posted by: BenSkywalker
The only reason console hardware is cheap is because all of the money is made on software royalties. If Hawkins had cut Matsushita in on the royalty kickbacks then they would have sold the console for a marketable price.
Like I said, MS is alone in that "bleed cash" business plan. No other console mfg has ever done it quite that way. Then again, MS is an expert on "muscling in" on markets that they want.

Originally posted by: BenSkywalker
DRAM isn't a hugely profitable business anymore, and if Sony re-tooled their fabs to produce DRAM, strictly for the PS3, they would have to take them away from producing something else, something probably more profitable.
Nothing is more profitable to Sony the their Playstation enterprise. In fact, that has been the only profitable division of the company for a long time now.
LOL. There have been quite a number of quarters where their PS2 division was bleeding red ink. I would be very surprised to hear that it was either the most, or only, profitable division of the company.

Originally posted by: BenSkywalker
Sony didn't make the memory for their PS2, why would they for PS3?
I'm not saying they will I'm saying they could. Why would they? Cost and control. The same reason they made almost every other components for the PS2.
But control does't imply any sort of cost savings, and might actually cut into Sony's profits in other markets. It doesn't make any sense for them to do so, that I could see. It's cheaper for them to purchase commodity parts on the open market and integrate them. (I would assume that they or their partners will be producing their own custom silicon based on their own IP in-house though, for things like the main CPU/GPU.)

Originally posted by: BenSkywalker
I'm running short on time so I'll rapid fire your points-
Blu-Ray- Sony has already indicated they are going with writeable media for the games on the PS3. They may change it, but I assume they are doing what they say on that front.
Well, that's news to me, that will somewhat-significantly raise the cost of the base unit then. That doesn't really make any logical sense though, from a mass-production mfg perspective for pressed game software discs - are they going to include a re-writable section of the disc too? Given the enourmous drops recently in the price of flash-based non-volatile storage, I just don't see the unit using writable discs. If you have any more info on that specifically, I'd love to see it.

Originally posted by: BenSkywalker
Patents for load balancing that SGI may have are already licensed to nVidia. But I'm not talking about culling at all, it is shifting shader loads when required.
Well, however magical the "Cell" architecture is, it's still constrained by the basics of interconnects and bandwidth. It does no good if you have oodles of GFLOPs available at one location, if you can't get the data from another location fast enough to feed them, then that power does you no good. Unless the GPU and the CPU are on the same piece of silicon, then I don't see "effortless" (nearly-zero-cost) load-balancing between the GPU's shader-pipelines and the CPU's pipelines happening.

Originally posted by: BenSkywalker
PS2 arcade hardware had twice the RAM as the console- that's the reasons for performance differences.
That still doesn't explain all of it, the CPU and GPU render at the same rate.

Originally posted by: BenSkywalker
Carmack has stated that working on a fixed platform vs the PC you can expect a 100% performance improvement as the code can be much tighter.
That doesn't help with memory, but yes, your right, it cuts down on the number of alternative codepaths, and makes performance-based optimizations easier.

Originally posted by: BenSkywalker
As far as art assets, you are thinking in terms of PC bloat it everywhere we can mindset. There are much more compact ways of doing things.
Well, considering that PC graphics hardware includes hardware-accelerated decompression features, and PS2 hardware didn't, you would think that PC games would require less RAM for art assets than PS2 games, not more.

Originally posted by: BenSkywalker
You assume that the dominant force in the gaming market has to some how work around the miniscule PC gaming market....why? Moving over to procedural textures can save an enormous amount of memory space.
I would hardly call the PC gaming market these days, "miniscule". In fact, in terms of wall shelf-space at my local EB, the PC games take up as much or more room than several of the current console games' selection does. I just don't see them moving so much towards procedural textures, this quickly, that they would outright drop support for standard texture-mapping features. Especially when you look at how a lot of the graphical effects are doing in games like Tekken Tag, Tekken 4, and Tekken 5, on the PS2 and equivalent arcade hardware. Lots of clever evironment- and light-mapping tricks.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
Err, emulating the Xbox on PS3, would require emulating the x86 P3-class CPU as well.

Emulating a x86 for Cell wouldn't exactly be a challenge.

I guess I was just trying to point out how difficult it would be, and even though there are a huge number of independently-developed emulators out there for PCs, the console ports of those emus are generally poor, and there are no PS2 or XBox emulators that are anywhere close to playing actual commercial games.

For XBox the problem is UMA, for PS2 a x86 emulating the EE(custom MIPS) is significantly more difficult then going the other way. Besides that though, emulators for the older consoles are working fairly decently(outside of the N64 which shouldn't be surprising trying to emulate a 64bit MIPS on a x86).

Nope, it was originally in development for the PS2 as well. That I clearly remember, because I'm a big fan of the series (but not of the XBox), so I was sorely disappointed that they cancelled the PS2 version already in development.

Which one are you talking about? I suppose that should be clarified first as I was thinking of Abe's Exodus which was scheduled to be a XB exclusive for launch.

Perhaps, that is because of the difficulty of doing the PC-to-console port in the first place, and still having a quality result.

It is because of market realities. The PC gaming market is small, and overwhelmingly the titles that come out for it aren't good enough to stand out in the console market.

Doing MMORPGs on consoles, period, is another story altogether, not the least because consoles don't have keyboards by default, and text is hard to read on low-res television displays, and yet is often critical to those sorts of games.

Funny you should use that as an example as it is looking like FFXI will end up being the most evenly succesful title in the PC/Console port realm.

Huh? So you are saying, that a console developer that is not a mfg, and bases their revenue off of licensing fees, is automatically going to result in a console that debuts at a $700 price-point, and fails to acquire significant market-share, and then loses developer market-share, which causes a cascade and then they finally get wiped off the map when the "next big console" enters the market?

You have things all confused it sounds like. If the licensing fees for the games on a console go to someone other then the company in charge of manufacturing/distributing the console then you are assured that it will be priced well out of the typical price range.

But the business model that they chose, doesn't imply that result - if that were true, then what you are saying is, NVidia is doomed in the console market, because they likewise chose to go the technology-licensing route.

You aren't getting it. 3DO was Trip Hawkins company. They received all of the licensing revenue. They DID NOT produce the 3DO- Matsushita did. Matsushita was given none of the licensing revenue and was expected to deal with all of the production and related costs of the 3DO(outside of marketing) on their own.

The high costs to mfg the 3DO are what killed it, plain and simple.

No, it isn't.

Nintendo, AFAIK, has never sold a console at a loss, and they've been a leader in the console business for quite some time.

Using the particular definition that applies to the console industry they haven't sold a console at a loss prior to the DS, but first you need to realize their definition of the term. It is determined that you are selling a console at a loss if you sell it for less then it costs you to manufacture it, but that completely ignores the direct distribution methods that all of the console manufacturers utilize. They hide the margins and costs that should be there, and these are significant.

Sony doesn't do that - what they do is take a small loss in the beginning on the hardware, but that loss can be amortized over the life of the console, through multiple cost-cutting mfg revisions, so that they eventually turn a profit, overall, over the life of the console.

No, they make their money off of the royalties they recieve from software sales period.

That simply wasn't possible with the Xbox, which started its life built around commoditized low-tier PC parts,

The NV2A was higher end then any graphics chip you could get in any x86 PC at any cost when it launched, not exactly low tier.

Btw, the cost for the Xbox at launch was estimated to be more around $400-450, not $700, as was the retail price of the 3DO when it was first introduced.

And now we get in to a bit of how distribution works in a capitalist market, particularly how it normally operates in contrast to the console industry.

If you take a look at a Sony Walkman it is built at the factory and then a price of sale to a distributor is set. That price would tend to factor in a 20% margin over the cost of making the product(this obviously is not straight profit as their are corporate expenses, R&D costs to cover, factory maintenance marketing etc). From the distributor it heads to a wholesaler who then will add a 20% margin to the price sending it out to the retailer who then adds a 20% margin to that price. You take a Walkman that costs Sony $45 to produce and you end up with $45-$54-$64.80-$77.76. That is how product moves for a typical consumer device. BTW- For the last few years my job revolves around precisely this issue(distribution), feel free if you want to get in to the finer nuances of where exactly these costs are incurred at each level).

Now if we were to take the production estimates for the XBox at launch it would have ended up retailing for $691.20-$777.60 based on a normal business model for consumer goods, but the console market doesn't work that way for obvious reasons. MS controls inventory up until the retail level and when it hits that level they mandate a price that leaves less then 3% margins for retailers- something they normally wouldn't tollerate but the level of return on the software makes it worth their while.

LOL. There have been quite a number of quarters where their PS2 division was bleeding red ink. I would be very surprised to hear that it was either the most, or only, profitable division of the company.

This is one of the reasons this post took so long for me to get to. You don't follow the industry at all do you?

Sony's FInancials.

This covers the last three years so we can take that as a good start.

For FY 02 Sony electronics lost(net loss) 1 Billion Yen
For FY 03 Sony electronics made(net income) 41 Billion Yen
For FY 04 Sony electronics lost 35 Billion Yen

For FY 02 Sony Gaming made 83 Billion Yen
For FY 03 Sony Gaming made 113 Billion Yen
For FY 04 Sony Gaming made 68 Billion Yen

For the three years ending with FY 04 outside of the games division the Movie division of Sony had the best results in FY 03 posting net income of 59 Billion Yen(only 9 Billion shy of the Gaming divisions worst year in that timeframe). When I stated Sony's gaming division carried the company I stated that as a point of fact which Sony's financials back up. Realize you are not debating me on this, you are debating reality. Don't say you would 'be surprised'- try looking something up before you decide to laugh at a factual comment in the future.

But control does't imply any sort of cost savings, and might actually cut into Sony's profits in other markets

The financials speak for themselves- Sony's gaming division dominates the company in terms of profits.

Unless the GPU and the CPU are on the same piece of silicon, then I don't see "effortless" (nearly-zero-cost) load-balancing between the GPU's shader-pipelines and the CPU's pipelines happening.

Check up the expected amount of eDRAM on the parts is all I can say to that.

That still doesn't explain all of it, the CPU and GPU render at the same rate.

If you are dealing with stuttering do to texture thrashing then it would explain it. I'm not saying I'm certain that is it, but the lack of RAM has been one of the PS2's biggest weaknesses this generation.

Well, considering that PC graphics hardware includes hardware-accelerated decompression features, and PS2 hardware didn't, you would think that PC games would require less RAM for art assets than PS2 games, not more.

The EE was more then capable of handling texture decompression on the fly. I can point you to developers for that platform that can explain exactly how to do it if you'd like(B3D's console forums have numerous devs that are regulars, this particular topic was of much interest a while ago).

I would hardly call the PC gaming market these days, "miniscule". In fact, in terms of wall shelf-space at my local EB, the PC games take up as much or more room than several of the current console games' selection does.

My EB is the same, but that doesn't change the marketplace reality that console games outsell PC games roughly five to one in the US, and in relative terms the US market is the strongest one for PC games. Again, you can laugh at this if you so choose but you would be better served to look it up first :)

I just don't see them moving so much towards procedural textures, this quickly, that they would outright drop support for standard texture-mapping features.

I'm not saying they certainly will, but it is a viable route for them to take given their computational power.

Especially when you look at how a lot of the graphical effects are doing in games like Tekken Tag, Tekken 4, and Tekken 5, on the PS2 and equivalent arcade hardware. Lots of clever evironment- and light-mapping tricks.

Necessity can make you do lots of things. They figured out a way to work within the confines of the architecture. If the PS3 is horribly RAM limited then moving to procedural texturing could very well be the best way to work within the confines of the hardware to give optimal results.
 

Idleuser

Senior member
Sep 22, 2004
882
0
0
why don't you guys calm down? when all 3 console comes out they all will look the same in terms of graphics look at the games now for ps2 and look at the games for xbox and GC. they all don't look all to spectactular the power console is about who can extract the most power out of the hardware and that won't come until better toolkits arrive after 2-3 years after the launch.
 

VirtualLarry

No Lifer
Aug 25, 2001
56,587
10,225
126
Originally posted by: BenSkywalker
For XBox the problem is UMA, for PS2 a x86 emulating the EE(custom MIPS) is significantly more difficult then going the other way. Besides that though, emulators for the older consoles are working fairly decently(outside of the N64 which shouldn't be surprising trying to emulate a 64bit MIPS on a x86).
Actually, from comments that I read recently from one of the MAME developers, who is also a MIPS asm guy, it's much easier to get x86 to emulate MIPS, than it is to get MIPS to emulate x86. (There are several dynamically-recompiling MIPS cores targeting x86 hosts in MAME, as well as a few others emus that do either dynamic or static recompiliation of MIPS. The thing that makes emulation of MIPS easy and x86 hard, is both the load-store architecture and moreso the regular opcode sizes. Not sure if any of those cores emulate the TLB or cache though.)

Originally posted by: BenSkywalker
Which one are you talking about? I suppose that should be clarified first as I was thinking of Abe's Exodus which was scheduled to be a XB exclusive for launch.
Well, whichever game was the third in the series, and one of the initial XBox launch titles. I don't own an Xbox, so I don't own the game. I was kind of sad that the PS2 port was cancelled, as I was looking forward to being able to own the whole collection, eventually. There was an interview in one of the gaming mags about it some weeks or months before the Xbox release, discussing why the game which was originally being designed to be multi-platform, had the PS2 port cancelled. Although they claimed that the lack of mip-mapping hardware in the PS2 was one of the major technical reasons, I just can't help but think that MS needed some "AAA" exclusive launch titles, and handed them a bag of money to "make it so" for Xbox. (At least that's my personal suspicion - similar things have happened in the past.)

Originally posted by: BenSkywalker
Huh? So you are saying, that a console developer that is not a mfg, and bases their revenue off of licensing fees, is automatically going to result in a console that debuts at a $700 price-point, and fails to acquire significant market-share, and then loses developer market-share, which causes a cascade and then they finally get wiped off the map when the "next big console" enters the market?
You have things all confused it sounds like. If the licensing fees for the games on a console go to someone other then the company in charge of manufacturing/distributing the console then you are assured that it will be priced well out of the typical price range.
No, you do. You claimed that the reason for the 3DO's extremely high initial retail price-point, was because the 3DO company followed a licensing-based business model. Not because the hardware was simply just too damn expensive at the time to build. The only reason for you to believe that there is such a strong correlation, is because you refuse to admit that MS is the only console maker that willingly bleeds red ink to gain market share, and, over the lifetime of the console, no other mfg takes a loss on the hardware.

Is Sony currently taking a loss on their new "PSTwo" hardware? What about over the entire PS2 hardware line, over its lifetime? I think that you might be surprised to learn that hardware companies aren't as stupid as you seem to think that they are, regarding long term pricing and profits. Japanese companies are well-known for their long-term approach to markets.

Interestingly, when the PSX was introduced, the group that sold the PSX hardware, was a totally seperate sub-company within Sony than the one responsible for software licensing.

Originally posted by: BenSkywalker
The high costs to mfg the 3DO are what killed it, plain and simple.
No, it isn't.
Sorry, the high initial retail costs to purchase, which destroyed their potential market-share by slowing the uptake of the console into their target market, which killed their installed-base numbers, which caused defections among developer-support, which eventually killed the console stone dead. But that chain was started by the initial high costs of mfg. (Unless you are suggesting that the console actually cost much less to mfg, and 3DO or Matsushita were price-gouging by nearly an order-of-magnitude on the retail price.)

Originally posted by: BenSkywalker
Nintendo, AFAIK, has never sold a console at a loss, and they've been a leader in the console business for quite some time.
Using the particular definition that applies to the console industry they haven't sold a console at a loss prior to the DS, but first you need to realize their definition of the term. It is determined that you are selling a console at a loss if you sell it for less then it costs you to manufacture it, but that completely ignores the direct distribution methods that all of the console manufacturers utilize. They hide the margins and costs that should be there, and these are significant.
So you are saying that I'm wrong in my assertions, and that in fact, all console makers ever, have sold the hardware at a loss (not just immediately at introduction - but also amortized over the entire lifetime of the console in the market), they've just "cooked their books" to hide that fact. *cough* bull *cough*

(For one thing, the FTC would be on their ass for "dumping", you know how protective they are of US companies and quick to investigate Korean and Japanese companies - just look at what happened recently with the various DRAM mfgs.)

Originally posted by: BenSkywalker
Sony doesn't do that - what they do is take a small loss in the beginning on the hardware, but that loss can be amortized over the life of the console, through multiple cost-cutting mfg revisions, so that they eventually turn a profit, overall, over the life of the console.
No, they make their money off of the royalties they recieve from software sales period.
So you are saying, that Sony doesn't introduce cost-cutting mfg revisions, over the life of the console?
That developments such as higher integration and chip die shrinks don't lower their costs?
That eventually, their cost to mfg the hardware, does NOT drop below the retail prices, and allow them to make a profit off of the hardware, in such a manner that, amortized over the lifetime of that console platform, they make money off of the hardware too? *cough*

(It's especially funny that you accuse one of the world's biggest consumer-electronics makers of not knowing or being able to make money off of their hardware somehow - does Sony sell their DVD players at a loss too, only to make up the difference from DVD licensing fees? Or, likewise for their SACD players, since that is a more proprietary format that Sony controls..? I don't think so.)

Originally posted by: BenSkywalker
That simply wasn't possible with the Xbox, which started its life built around commoditized low-tier PC parts,
The NV2A was higher end then any graphics chip you could get in any x86 PC at any cost when it launched, not exactly low tier.
Ben, what the hell does the technical level of capability of one of the parts, have to do with the mfg costs of building the unit? Nothing! (At least directly speaking, here.) OEM contract-mfg deals aren't like retail price structures for graphics cards, there isn't a huge initial hump that customers have to pay for the "latest and greatest" - the overall cost of R&D and production over the life of the contract, plus the profit margin, are all figured in ahead of time into the contract's price. MS made a crucial mistake in designing their console hardware around "commodity" PC parts - at that point in their lifetimes, most of the possible overhead in mfg costs has already been driven out, there's not much room to go any lower. That is in marked contrast to the vertically-integrated mfg'ing that most console makers use, which allows them to cut costs at every mfg revision, usually.

Originally posted by: BenSkywalker
Btw, the cost for the Xbox at launch was estimated to be more around $400-450, not $700, as was the retail price of the 3DO when it was first introduced.
And now we get in to a bit of how distribution works in a capitalist market, particularly how it normally operates in contrast to the console industry.

If you take a look at a Sony Walkman it is built at the factory and then a price of sale to a distributor is set. That price would tend to factor in a 20% margin over the cost of making the product(this obviously is not straight profit as their are corporate expenses, R&D costs to cover, factory maintenance marketing etc). From the distributor it heads to a wholesaler who then will add a 20% margin to the price sending it out to the retailer who then adds a 20% margin to that price. You take a Walkman that costs Sony $45 to produce and you end up with $45-$54-$64.80-$77.76. That is how product moves for a typical consumer device. BTW- For the last few years my job revolves around precisely this issue(distribution), feel free if you want to get in to the finer nuances of where exactly these costs are incurred at each level).
I know what the "standard markup" levels are, at least at the retail levels, for computer component parts. They sure as heck aren't 20%, not these days. Also, the numbers aren't a nice even 20%/20%/20%, not usually. The mfg usually makes nearly %30-40, wholesaler, say %15, and retailer, well, depending on what it is, anywhere from 3% to 20%. At least from my experiences, and my discussions with people in the past that have had offshore production contracts.

Originally posted by: BenSkywalker
Now if we were to take the production estimates for the XBox at launch it would have ended up retailing for $691.20-$777.60 based on a normal business model for consumer goods
Actually, I think I may still have a saved article from EETimes about an estimated mfg-cost analysis that was done on the console at launch. You're a bit off on your numbers as compared to that article. Way off. MS was not losing nearly $350/unit at launch.

Originally posted by: BenSkywalker
but the console market doesn't work that way for obvious reasons. MS controls inventory up until the retail level and when it hits that level they mandate a price that leaves less then 3% margins for retailers- something they normally wouldn't tollerate but the level of return on the software makes it worth their while.
That much I agree on - there is next to no retail margin on consoles, and retailers stock them only because they do make some margin on the games. But that's retailers, not mfgs. (It's also why console hardware prices seem so "fixed" everywhere, and when a store closes and things go on clearance, the first thing that disappears are the game consoles - either because it's so rare that they are discounted off of MSRP, or in many cases they are shipped back, rather than sold at a loss.)

Originally posted by: BenSkywalker
LOL. There have been quite a number of quarters where their PS2 division was bleeding red ink. I would be very surprised to hear that it was either the most, or only, profitable division of the company.
This is one of the reasons this post took so long for me to get to. You don't follow the industry at all do you?
What in the world does that have to do with whatever delay you might have had replying to my post? Ben, you're too much sometimes.
Originally posted by: BenSkywalker
Sony's FInancials.
This covers the last three years so we can take that as a good start.
For FY 02 Sony electronics lost(net loss) 1 Billion Yen
For FY 03 Sony electronics made(net income) 41 Billion Yen
For FY 04 Sony electronics lost 35 Billion Yen

For FY 02 Sony Gaming made 83 Billion Yen
For FY 03 Sony Gaming made 113 Billion Yen
For FY 04 Sony Gaming made 68 Billion Yen
For the three years ending with FY 04 outside of the games division the Movie division of Sony had the best results in FY 03 posting net income of 59 Billion Yen(only 9 Billion shy of the Gaming divisions worst year in that timeframe). When I stated Sony's gaming division carried the company I stated that as a point of fact which Sony's financials back up. Realize you are not debating me on this, you are debating reality. Don't say you would 'be surprised'- try looking something up before you decide to laugh at a factual comment in the future.
Why don't you dig up the numbers for the two first years of the PS2's introduction. The context of the question was over the lifetime of the PS2, and for the first two years or so, give or take a few quarters, Sony was bleeding red ink. Bigtime. Which matches with my statement above.

Originally posted by: BenSkywalker
The financials speak for themselves- Sony's gaming division dominates the company in terms of profits.
Then that proves your original statement wrong, you claimed that the division of Sony that was responsible for the PS2, was the only division making money. Not the most profitable. Nice historical revisionism there.

Originally posted by: BenSkywalker
Unless the GPU and the CPU are on the same piece of silicon, then I don't see "effortless" (nearly-zero-cost) load-balancing between the GPU's shader-pipelines and the CPU's pipelines happening.
Check up the expected amount of eDRAM on the parts is all I can say to that.
What does the amount of eDRAM matter, if they are not on the same piece of silicon, Ben? There is this little matter of "physics", and "interconnect bandwidth". It doesn't matter how much cache that you have accessable locally, on-die, if you have to go off-chip to grab some data, it's definately not zero-cost. How you can debate that, is beyond me.

Whether the GPU and CPU are actually going to be on the same die, I do not know. But the only way that they could implement truely zero-cost load-balancing is if they are. However given mfg costs, I somehow doubt that, unless they can fit in a die-shrink of the chips before release, although MS is going to be pushing them to move the release date forward. MS wants as much market-share as they can get, and my understanding is that they want to release first if possible. (And why Nintendo begged them to slow down the release cycle of their console generations.)

Originally posted by: BenSkywalker
Well, considering that PC graphics hardware includes hardware-accelerated decompression features, and PS2 hardware didn't, you would think that PC games would require less RAM for art assets than PS2 games, not more.
The EE was more then capable of handling texture decompression on the fly. I can point you to developers for that platform that can explain exactly how to do it if you'd like(B3D's console forums have numerous devs that are regulars, this particular topic was of much interest a while ago).
But first, you need to get it off of the disc, into RAM, before you can decompress it using software. They're not going to stall the EE waiting for the disc. If you are using the EE to decompress it, then you are chewing up precious cycles that could be used for something else in your game. Also, that you could do it in software doesn't change the fact that there is no hardware-accellerated support for texture decompression in the PS2.

Originally posted by: BenSkywalker
I would hardly call the PC gaming market these days, "miniscule". In fact, in terms of wall shelf-space at my local EB, the PC games take up as much or more room than several of the current console games' selection does.
My EB is the same, but that doesn't change the marketplace reality that console games outsell PC games roughly five to one in the US, and in relative terms the US market is the strongest one for PC games. Again, you can laugh at this if you so choose but you would be better served to look it up first :)
Why would I? It sounds relatively correct, but it doesn't somehow prove that the PC games market is "miniscule". I think relative shelf-space given by one of the leading retailers to those markets is a fairly weighty indicator of the market, EB doesn't give huge swathes of precious shelf-space to items that aren't selling.

There's no way that I would ever dispute that the console games market is bigger than the PC games market, but in terms of relative proportion between the two, the PC games market is growing. The fact that PC gaming hardware has been advancing as fast as it has the last few years is proof of that too, and if things continue along that path, it will push the prices of console units up, to the point that PC gaming might eclipse console gaming, in terms of high-end experiences. At that point, console gaming will no longer be "cutting-edge" at all, but simply only as a low-budget cut-rate alternative to the mainstream PC gaming market. (It used to be the opposite, action games on the PC were often budget cut-rate ports of their superior arcade and console brethren.)

Originally posted by: BenSkywalker
I just don't see them moving so much towards procedural textures, this quickly, that they would outright drop support for standard texture-mapping features.
I'm not saying they certainly will, but it is a viable route for them to take given their computational power.

Especially when you look at how a lot of the graphical effects are doing in games like Tekken Tag, Tekken 4, and Tekken 5, on the PS2 and equivalent arcade hardware. Lots of clever evironment- and light-mapping tricks.
Necessity can make you do lots of things. They figured out a way to work within the confines of the architecture. If the PS3 is horribly RAM limited then moving to procedural texturing could very well be the best way to work within the confines of the hardware to give optimal results.
Ok, those two things make sense, but I still don't see them as motivation for dropping texmapping support entirely. I guess we'll have to see, when they are finally unveiled.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
91
Why don't you dig up the numbers for the two first years of the PS2's introduction. The context of the question was over the lifetime of the PS2, and for the first two years or so, give or take a few quarters, Sony was bleeding red ink. Bigtime. Which matches with my statement above.

Check for yourself then. You incapable of doing any research at all? The PS2 launched in Japan in '99 and in the US in 2K- over that period Sony's gaming division MADE 213 Billion Yen. They did take a hit in '01(costs of new factories) but looking over the first two years from the PS2's launch they were making close to 290 Million Yen A DAY.

I know what the "standard markup" levels are, at least at the retail levels, for computer component parts. They sure as heck aren't 20%, not these days.

This is what I do for a living. Since you can't be bothered to click a total of three links(all it takes to get to Sony's financials) you can feel certain in the fact that there is no chance I will listen to you. You heard about Sony's big losses for the two years post PS2 launch too- look how that turned out. Your sources are either suspect or laughable, take your pick.

Actually, I think I may still have a saved article from EETimes about an estimated mfg-cost analysis that was done on the console at launch. You're a bit off on your numbers as compared to that article. Way off. MS was not losing nearly $350/unit at launch.

Where did I say they were? Reread that again, and point out to me where I said anything resembling that. If you are feeling particularly bright try looking over it and putting it together with the 3DO business model.

(For one thing, the FTC would be on their ass for "dumping", you know how protective they are of US companies and quick to investigate Korean and Japanese companies - just look at what happened recently with the various DRAM mfgs.)

The FTC won't touch the console business model, their intervention on dumping requires a significantly different set of circumstances.

What does the amount of eDRAM matter, if they are not on the same piece of silicon, Ben? There is this little matter of "physics", and "interconnect bandwidth".

Since you like EETimes. There is a little matter of what eDRAM is- being on the same piece of silicon as the processor core and all.

I could reply to more of your comments, but really it appears you are trying to simply save face at this point. If you really want I'll finish off the rest of your post, but you are certainly not familiar with the topics you are talking about. Do yourself a favor and please do some research before you waste any more of my time.