Poor console CPU performance, claim game devs

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BFG10K

Lifer
Aug 14, 2000
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In the hands of inept or lazy developers you are absolutely right.
I don't think you understand that multithreading is beyond feasibility in many cases as it's just not possible to manage its complexity.

No, that is very far removed from the truth.
Actually no, it isn't. This isn't like SSE where you can bolt on code to make some things run a bit faster.

These CPUs are poor performers and place the burden solely on the programmer. In that respect they've actually taken a step backwards and dumped the tremendous progess Intel and AMD have made to run all code as fast as possible. Make no mistake: it isn't better, it's simply cheaper and that's why you have the bullsh*t hype surrounding them.

So desktop CPUs suck too.
How so? Years of R&D has made them excecute just about any piece of code well and now console CPUs decide to take a step backwards and that makes desktop CPUs suck?

Quick question: have you ever done multithreading in a medium/large project?
 

BenSkywalker

Diamond Member
Oct 9, 1999
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I don't think you understand that multithreading is beyond feasibility in many cases as it's just not possible to manage its complexity.

For a lazy coder absolutely.

Actually no, it isn't. This isn't like SSE where you can bolt on code to make some things run a bit faster.

And what does that have to do with the IOE multicore chips being a problem? There are numerous devs that aren't having a big problem with development at all- in fact they are commenting how much easier it is to work with Cell then it was to work with the EE. Lazy PC developers my feel much differently.

These CPUs are poor performers and place the burden solely on the programmer. In that respect they've actually taken a step backwards and dumped the tremendous progess Intel and AMD have made to run all code as fast as possible. Make no mistake: it isn't better, it's simply cheaper and that's why you have the bullsh*t hype surrounding them.

You haven't taken a look at Intel's roadmap have you? They are moving in Cell's direction- their only issue is they think it is a little bit too soon. Reality is that processor performance can not continue to increase at its former rate by making a faster simple chip- everyone is making more complex chips that are going to be more difficult to code for. Get used to it.

Years of R&D has made them excecute just about any piece of code well and now console CPUs decide to take a step backwards and that makes desktop CPUs suck?

All major CPU advancements on the horizon are based around multi-core chips. Within a decade Intel and AMD will be adding vector style units to multi-core chips to increase performance- that is on both of their roadmaps. If you don't like it- stop planning on coding being your future. The big difference between the consoles and the desktop chips is that the compilers will likely have considerably more development time prior to devs working with them.

Quick question: have you ever done multithreading in a medium/large project?

I started out on in order cores, multi-threading in a large scale project no, but like I said before, I'm a lazy coder. That is why I decided against doing it for a living. Anyone who doesn't like the direction that Intel/AMD/IBM/Sony are going in should get away from it now and start looking for another line of work.
 

coomar

Banned
Apr 4, 2005
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only a few games are going to need the cpu power, the resolution isn't that high, we'll probably see physics engines around half-life 2 for the first year or 2 until the programmers really understand the system, i suspect the cpu's were a little of a marketing tool but they'll end up being more then enough for this generation of consoles
 

blckgrffn

Diamond Member
May 1, 2003
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www.teamjuchems.com
So you think that games need to be of this complexity to be good? How is it that weak mulitcores do the developer or the gamers any good? They don't. They are cheap to make while offering good for marketing performance numbers that are highly theorectical. Like I said in an ealier post, development complexity adds exponentially higher costs, which developers don't want, obviously, so they will continue to use current tool sets to save money and keep dev time down. So, we get to see basically the same kind of games we saw before, but wait, this gen of consoles isn't made to run them, so they will perform, but probably just to minimum spec.

Is that really what we want to see? Developers massaging their code just enough so it runs? Because that is what we are going to see for the mainstream. You can talk all you want of lazy developers, but it is very prohibitively expensive to spend the amount of time it takes to get multithreading into a large app. Sony and Microsoft are not serving anyone but themselves here. Have you looked at Intel roadmaps? Their multicores still center around a couple very powerful, general purpose processors with extra specialized processors. Like Cell, but with an x86 processor for a heart with some real power ;)

What kind of application were you working on in your large project? Probably not a game for a mainstream gaming appliance is my guess! In order is not the problem here, compilers can change most code into that. Multithreading is gawd-awful, if you have never done it you really don't know it at all. At some point it isn't about being lazy, it is about seeing any gain from hours of laying out code, trouble shooting, eliminating dependencies, locking critical sections, and the fact of the matter is that for a lot of code multithreading does NOT make it appreciably faster. Games for consoles are supposed to be easier and less costly to develop than that kind of application, it is all about making money, not being the end all app made specifically for a large speed boost on a specific architecture.

And to top it all off, the Xbox 360 and PS3 are just different enough that a large amount of time will have to spent to really run at peak performance on either platform, which is just another reason for developers to frown and just make it run passibly on one PPC core.

It comes down to money, and like I said before, this approach is only benefiting MS and Sony, who both could have used a PM or a more full featured PPC again and really had good out of the box, general purpose performance for developers AND gamers to take advantage off, rather than try to rely on the theoretical performance of an arguably new architecture that is pretty much foreign to all of the developers.

Nat
 

The Sly Syl

Senior member
Jun 3, 2005
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I'm curious where the Revolution is going to fit into all this.
I already know its going to be the only next-gen system I buy at launch, graphics and CPU power be damned (Probably a little weaker than the PS3/Xbox360).

It doesn't matter though, not a single bit, why?

Cause the Revolution already has my online Smash Brothers. Thats more than enough reason to buy any console.
 

BenSkywalker

Diamond Member
Oct 9, 1999
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Games for consoles are supposed to be easier and less costly to develop than that kind of application,

As opposed to the PS2 where the launch lineup had to be coded in assembly without so much as full documentation on the final architecture of the processor.

Sounds like you got a couple of impressions from a couple of extremely lazy and/or inept XBox developers and took that to mean that's how it is. There are already numerous game engines running multi-threaded and utilizing the vector units of Cell as of right now- although I doubt that too many of those are from PC developers. As of right now it is easier to exploit the multi core aspect of either machine then it was to get code running at all for the launch of the PS2. Step outside the small slice of the market you are turning to for inofrmation. TeamNinja is expressing serious concerns with the XB360 at this point, but not because of the processor- mainly the 9GB limit for the optical drive is too small for their games.

Console titles are not normally easy to develop for, nor are they cheap(excluding hand helds). I don't know where you got that impression from but take a look at SquareEnix's budget for FFXII and their level of staffing and maybe you'll start to get an appreciation for just how enormous console titles of the current generation already get.
 

Nickrand

Member
Sep 4, 2004
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I am confident the developers will figure out how to code for these consoles and utilize the capabilities of the architechture. The market is just wayyy to big not to. I see it more of a race - which developers can learn it the best, fastest and get the most out of the system. Those are the ones who will likely win the sales wars. A dev house that sits around and complains about the complexity will be left behind and be buried by their competition. The time is now to start investing and educating for the future.
 

imported_X

Senior member
Jan 13, 2005
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It's not about the laziness of coders, but rather the difficulty of multithreaded coding. Tim Sweeny has said it takes 2-3x as much time to create a game that is multi vs. single threaded.
 

Drayvn

Golden Member
Jun 23, 2004
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Originally posted by: X
It's not about the laziness of coders, but rather the difficulty of multithreaded coding. Tim Sweeny has said it takes 2-3x as much time to create a game that is multi vs. single threaded.

And if i remember correctly from one of Sweeneys interviews, it was quite difficult to run games in multi threads. And they would have a hard time filling up all the threads in 5 years time.

 

BFG10K

Lifer
Aug 14, 2000
22,709
3,003
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For a lazy coder absolutely.
Calling it laziness is simply putting a simpleton spin on it. Are developers also lazy because they don't program UT2004 or Windows in assembler instead of using C++ and modern data structures? It's not laziness, it's beyond the realms of feasibility to make programs like that without modern programming techniques.

Likewise to magically multi-thread everything is simply not feasible or possible.

There are numerous devs that aren't having a big problem with development at all- in fact they are commenting how much easier it is to work with Cell then it was to work with the EE.
Are there any finished products with performance metrics to back that claim?

You haven't taken a look at Intel's roadmap have you? They are moving in Cell's direction-
No, they aren't. They (and AMD) are adding multi-core as the next logical step to CPU evolution without dumping the tremendous advances already made in CPU design.

The consoles have just dumped some el-cheapo processors in there and have tried to mask their flaws with marketing rubbish.

Within a decade Intel and AMD will be adding vector style units to multi-core chips to increase performance- that is on both of their roadmaps.
See above.

I started out on in order cores
Probably during the days of no pipelining, very short pipes and when memory bandwidth wasn't even a factor. Probably also programming in assembler too and writing very simple programs ala Pacman. How do you think anyone would manage under such a setup with today's multi-million code programs?

I mean hell, while we're at it let's go back to punch cards.
 

BenSkywalker

Diamond Member
Oct 9, 1999
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It's not laziness, it's beyond the realms of feasibility to make programs like that without modern programming techniques.

And if that were true it would be an exceptionaly strong point- except it is wrong invalidating it. Check out any title that came out with eighteen months of the PS2's launch and how much of it was coded in assmebly. It isn't outside of the realm of feasibility unless you are lazy.

Likewise to magically multi-thread everything is simply not feasible or possible.

I would say this falls closer to inept if they are having a hard time multi threading their titles. One of the devs that posts over @B3D took a whole weekend to convert an underway application to multithreaded.

Are there any finished products with performance metrics to back that claim?

Unfortunately we can't get accurate performance metrics as the final hardware hasn't shipped yet- and unlike some extremely dishonest developers they won't even give out a hint of final performance except to to clarify that Sweeney is an idiot.

No, they aren't. They (and AMD) are adding multi-core as the next logical step to CPU evolution without dumping the tremendous advances already made in CPU design.

OoO is an advancement in terms of making devs jobs easier- nothing to do with performance limitations.

The consoles have just dumped some el-cheapo processors in there and have tried to mask their flaws with marketing rubbish.

If Cell were a stand alone processor it would cost more then a P4- by an enormous margin. In fact, high end vizualization applications- where your super duper desktop CPUs are generally laughed at- medical imaging and milatry applications- are moving to Cell from MIPS based workstations. You know, because those $30K-$200K systems need to save a few bucks.

Sure, the PS2 only used a more powerful version of the chips used in Cray Supercomputers at the time- nothing like the bone crushing power of SSE though. The only reason that Cell or Xenon are remotely close to viable to use in consoles is because Sony and MS own the IP for them and in the case of Sony- they built their own fab to produce them themselves also. Sony has dropper several BILLION in to- using your words- 'el cheapo' processors before they have their first sample back.

Now in the case of Sony we can perhaps understand why they may make a design that is extremely complex for developers to use without any reward- we will say that you know far more about the industry then their thousands of engineers who have built a multi billion dollar company- because you know how to write some code.

What about Microsoft? I think they may have a *bit* more experience cumulatively then you do when it comes to programming- although that may be jumping to conclusions. Considering they are the ones who came up with the specifications for the chip- obviously the design paradigm for it came from a company started by, run by, and maintained by software developers.

Of course you say it's for PR- MS and Sony have both taken to claiming total system power. The GPUs dwarf CPUs in that aspect- like they would seriously jeapordize their multi billion dollar market for a very slight gain in PR speak. Think.

How do you think anyone would manage under such a setup with today's multi-million code programs?

Ask Sweeney who for all of his whining got UE3 up and running on a pre alpha dev kit for the PS3 in under two months. Considering how enormously complex he thinks it is and how slow he claims it is it is amazing how smoothly it was running for him.
 

sbuckler

Senior member
Aug 11, 2004
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Multi-threaded apps aren't that hard - I've written them for years? I don't see any of the next gen graphics engines that are coming out (e.g. unreal 3) not being multi-threaded. I agree to write one that efficiently uses all the cores will take more effor,t particularly for the PS3, but I doubt that developers are going to have that much difficulty writing something a bit faster.
 

Chesebert

Golden Member
Oct 16, 2001
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multithread is hard to do in hardware (super scaler) and harder in software. I remember doing super scaler in VHDL and its a B!@#!#@! to program as one pipeline would get pummled while the other one sits cuz it doesn't have much nondependent instruction to work on. :( so it is real art to make 2 or more piplines in full capacity. On the software side, if the developers are to 8 or 9 piplines, they must be able to keep all of them fed with non dependent instructions, and it may come down to just dirty dirty assembly coding and hand optimization. And I can only guess how many of them are comfortable with coding in assembly or knows the tricks to optimize loops, branches and other dependent instructions across a wide pipline. I def. feel bad for the devs
 

mooncancook

Platinum Member
May 28, 2003
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wow this thread is still going...

Check out any title that came out with eighteen months of the PS2's launch and how much of it was coded in assmebly. It isn't outside of the realm of feasibility unless you are lazy.
Don't get too naive. Name a few PS2 titles that uses the hyped-up Emotion engine. If it's a PITA to code and a PITA to debug then you probably won't see it for a while. It'll be a gradual change since that's the trend in CPU design, but we probably won't see heavily multi-threaded games in 2-3 yrs. Remeber game development is ultimately a business. A business does what it takes to make money, not to make the world a better place.

One of the devs that posts over @B3D took a whole weekend to convert an underway application to multithreaded.
how complex the the application? how efficient are the threads? don't use fallacies.

In fact, high end vizualization applications- where your super duper desktop CPUs are generally laughed at- medical imaging and milatry applications- are moving to Cell from MIPS based workstations.
Not sure how true are these claims, but regardless, medical and military can afford almost any kind of software development cost, unlike your gaming industry.

Sony has dropper several BILLION in to- using your words- 'el cheapo' processors before they have their first sample back.
let's hope Sony is right this time. Cell might be a great idea, but a crippled version of cell is not. I have a hard time believing the Cell will live up to Sony's marketing hype. But even if Cell fails, PS3 will not fail, coz the main core of Cell is still way more powerful than PS2 CPU, and now add the GPU, the PS name brand, the games... but it'll be interesting to see who wins and by how much this round between the 3 consoles.

BenSkywalker:
Those 'more hardcore' PC racing titles are largely ports that started on the consoles- and they aren't considered hardcore sims on the consoles either.
like which one? oh and those PC racing sims are not considered hardcore sims on consoles that were designed for your console analog gamepad? I bet PC flight sims are not considered hardcore compared to console "flight sims" either.

But not the childish need to blow stuff up..... right.
I have nothing against fighting games, and nothing against blowing stuff up in games. Fighting games amuse me for like 15 min in single player, and about a couple hrs against friends. It's like I used to love playing shooters like 1942 and side scrollers, but now I play them again they bore me to death in 10 min. I just like games with longivity and replayability.

Zelda and God of War for a couple quick titles better then anything in the adventure genre the PC has seen in many years.
console action adventures are not the same as PC adventure games. The last one I played in PC was Twinsen's Oddyssy nearly 10 yrs ago, which was a great game. It's not like the PC can't do fighting games and action adventures well, there's just not a whole lot of demand for them right now.

I'm a gamer, not a platform bigot like you. ....I'm not an ignorant @ss like that.
you just describe yourself precisely.
 

BenSkywalker

Diamond Member
Oct 9, 1999
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Don't get too naive. Name a few PS2 titles that uses the hyped-up Emotion engine.

Every single one of them- do you know anything about the PS2's architecture? The Emotion engine is the CPU in the PS2. More then likely you are talking about VU0 and VU1 portions of the EE, not the EE itself. But hey, your expert analysis on consoles is obviously well researched.

Remeber game development is ultimately a business. A business does what it takes to make money, not to make the world a better place.

They do what they think they need to do. Polyphony and TeamNinja will be shipping titles that make considerable useage of multi threading- if other titles want to stack up favorably they will need to do the same.

how complex the the application? how efficient are the threads? don't use fallacies.

And you know this is a fallacy how exactly? I tend to trust devs that ship products.

Not sure how true are these claims, but regardless, medical and military can afford almost any kind of software development cost, unlike your gaming industry.

Which directly contradicts what most people in this thread have been saying. The claims are that the processors are cheap and lack power- obviously both are laughable assertions.

Cell might be a great idea, but a crippled version of cell is not.

Losing one SPE is not going to have an enormous impact.

I have a hard time believing the Cell will live up to Sony's marketing hype.

What ever lives up to its marketing hype? Only a moron would expect it to.

like which one?

Like the titles the poster listed that I responded to. Read much?

oh and those PC racing sims are not considered hardcore sims on consoles that were designed for your console analog gamepad?

I didn't call them hardcore- I put it in quotes as the poster I responded to listed them as hardcore PC sims. You are demonstrating nicely why we need a serious overhaul of our educational system here.

I have nothing against fighting games, and nothing against blowing stuff up in games.

Neither do I, but to impy one is childish and one is not is ignorant at best.

console action adventures are not the same as PC adventure games.

Killer7 then? The most popular PC adventure game of all time has been Myst- and I have trouble considering that a game at all. Fable perhaps?

It's not like the PC can't do fighting games and action adventures well,

Myst was the best selling PC title for many years(until The Sims came along) and that was an adventure title. The demand has been there- the titles have not.

you just describe yourself precisely.

Coming from a guy who doesn't know what the processor in the PS2 is and is incapable of telling the differnce between someone replying to an absurd insinuation and someone making that claim themselves- I'll take your comments for what they are worth.
 

mooncancook

Platinum Member
May 28, 2003
2,874
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More then likely you are talking about VU0 and VU1 portions of the EE, not the EE itself.
obviously you know what i'm talking about. The point is if sth is too difficult and take too much effort to code then developers will not or will at least take a long time to adopt the technology.

Polyphony and TeamNinja will be shipping titles that make considerable useage of multi threading- if other titles want to stack up favorably they will need to do the same.
You seem to imply that great titles will have to be MT. I don't think that'll be the case. a great game can still be a great game running on a single thread. Heck, Mario Cart on N64 is still incredibly fun today. It's likely for the first couple years the biggest difference you see from games comes from the GPU not the CPU as developers are learning the hardware and MT techniques.

And you know this is a fallacy how exactly? I tend to trust devs that ship products.
From my understanding, you were trying to say MT programming is easy from the example you provided. Without details we don't know how complext the app is, and how efficient the MT codes are. I mean one can claim an app is MT even if there's less than 1% of the codes are MT.

The claims are that the processors are cheap and lack power- obviously both are laughable assertions
that's based on transistor counts. In the present, a processor's power is basically linearly proportional to its transistor count. But cheap and power is relative. It's cheap and lacking power compared to a high end desktop CPU, but as a console CPU it's sufficient. It is cheap and lacking power compared to what Sony originally claimed with those TFLOPS numbers and unrealistic statistics that was supposed to be a PC killer. Either Sony marketing ppl are morons or are ignorant.

Losing one SPE is not going to have an enormous impact.
Sony has to control cost thus die size. As the article pointed out, cache size and latency issues could plague it too, which will make it harder to code with the PPE units.

What ever lives up to its marketing hype? Only a moron would expect it to.
You gotta understand the scope of the user base of consoles. A majority of them are ignorant about hardware technologies (nothing wrong with that coz ppl specialize in different areas). If you've been reading these forums you should know a lot of ppl do buy into the hypes.

didn't call them hardcore- I put it in quotes as the poster I responded to listed them as hardcore PC sims. You are demonstrating nicely why we need a serious overhaul of our educational system here.
Regardless you can give me long list of great PS2 racing games and I can give you a long list of great PC racing games as well. My point is PCs can do everything a console can do, but console can't do everything PCs can do in gaming, well, until HD gaming becomes a reality and console got mouse and KB then it'll be really close.

Neither do I, but to impy one is childish and one is not is ignorant at best.
what i imply is that traditional platform fighting games does not provide enough fun and longivity to warran a purchase for PC gamers.

Myst was the best selling PC title for many years(until The Sims came along) and that was an adventure title. The demand has been there- the titles have not.
There's been a tons of myst clones that don't sell. The fact is, once RTS and FPS and MMORPG took off, the demand for other types of games has diminished quite a bit.

 

pcabahug

Junior Member
Jun 21, 2005
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I read an article i'm not sure it's from AnandTech but it mentioned something about the 3 multicore processor use for the Xbox 360 share 2mb L2 cache. which bogs down the processing
 

BFG10K

Lifer
Aug 14, 2000
22,709
3,003
126
Check out any title that came out with eighteen months of the PS2's launch and how much of it was coded in assmebly
I can't check it. Why do you tell me because I personally believe that's a load of bull. These days it's simply not possible to program any reasonably complex piece of software in assembler without modern data structures and compilers to support you. There are thousands of studies that show structured high level languages always come out on top. That's not laziness, that's advancement in computer science.

One of the devs that posts over @B3D took a whole weekend to convert an underway application to multithreaded.
What exactly did they convert and how much did they convert? And what (if any) performance gains did they get? Like I said, any idiot can spin off threads and call a program "multithreaded". Making the threads actually run correctly and at full capacity is a totally different story.

Unfortunately we can't get accurate performance metrics as the final hardware hasn't shipped yet- and unlike some extremely dishonest developers they won't even give out a hint of final performance except to to clarify that Sweeney is an idiot.
Right, so the PC developers that have been developing real engines for years that work in the real world are dishonest but the console developers who neither have finished hardware or products are to be trusted completely?

OoO is an advancement in terms of making devs jobs easier- nothing to do with performance limitations.
It is a performance limitation because it cripples the processor when running code other than at 100% tuning. That's not programming laziness, it's a poor and backwards hardware design.

If Cell were a stand alone processor it would cost more then a P4- by an enormous margin
Which Cell are we talking about now? Are the military using PS3 processors too? If so why don't they ditch their $30,000 systems and buy themselves some consoles instead?

What about Microsoft? I think they may have a *bit* more experience cumulatively then you do when it comes to programming
Of course they do and the likes of DirectX, COM and .NET are going completely the opposite direction of your ludicrous "program in assembler or you're lazy" claims.

Microsoft have invested millions and millions of dollars into developing tools to make developer jobs easier because that is the way of the future. That is how more and more complex programs are possible to be developed, unlike slapping in some backwards processors and calling developers lazy if they don't go back to 1980s programming techniques.

Ask Sweeney who for all of his whining got UE3 up and running on a pre alpha dev kit for the PS3 in under two months. Considering how enormously complex he thinks it is and how slow he claims it is it is amazing how smoothly it was running for him.
Again, what exactly does "up and running" mean? How much of that program is multithreaded? And how fast does it run compared to PCs? So far you've demonstrated nothing but extremely vague comments to back your claims.

Oh, and I thought Sweeney wasn't to be trusted? Or is he only to be trusted when he's pro-console?
 

Velk

Senior member
Jul 29, 2004
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Originally posted by: Sudheer Anne
A quote from Shigeru Miyamoto of Nintendo:

"You know, in regard to the power of the Nintendo Revolution versus, say, the Xbox 360, we're looking at making a small, quiet, affordable console," he said. "If you look at trying to incorporate all that, of course we might not have the horsepower that some other companies have, but if you look at the numbers that they're throwing out, are those numbers going to be used in-game? I mean, those are just numbers that somebody just crunched up on a calculator. We could throw out a bunch of numbers, too, but what we're going to do is wait until our chips are done and we're going to find out how everything in the game is running, what its peak performance is, and those are the numbers that we're going to release because those are the numbers that really count."


That gentleman has way too much common sense to be quoted in this thread.

Of course, it's also entirely possible that nintendo's entire marketing department is reading that quote and groaning in agony.

 

OneOfTheseDays

Diamond Member
Jan 15, 2000
7,052
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ok first of all, can we stop with the sentence by sentence rebuttals please.

secondly, i think far too many people here are focused way too much on graphics and not nearly enough on gameplay. if you look at the top selling games of all time you'll notice a few things. sure some of them may have great graphics, but almost all of them have amazing gameplay and replay value. i could care less if they are putting 8 processors in the nextgen xbox if the games still suck. this is exactly why i've been such a strong supporter of nintendo. no they are not going to win in the graphics department, but they titles are still visually appealing to me and the gameplay is amazing.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
67
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The point is if sth is too difficult and take too much effort to code then developers will not or will at least take a long time to adopt the technology.

About 60% of PS2 titles utilize VU0 and around 25% use both VU0 and VU1(this is based on Sony's internal testing)- and you are pretty much forced to handle those in assembly(particularly those titles released in the first several years).

You seem to imply that great titles will have to be MT.

Any big advances in gameplay will require it. Tetris is still a blast to play- but we have evolved a bit.

From my understanding, you were trying to say MT programming is easy from the example you provided.

I'm saying that blanket statements don't work. If you are of the mindset of making your application MT from day one it isn't going to be nearly as difficult to multithread it as some would have you believe.

In the present, a processor's power is basically linearly proportional to its transistor count.

Complete BS and you know it. Compare the P4 3.2GHZ EE with the standard P4 3.2GHZ and look at the transistor counts and then compare the performance. You can try and get a rough estimation via transistors devoted to computational output- but in order to do that you need to remove a sizeable chunk of the counts for both the P4 or the Athlon(front end translation from x86 to uops, BPU, trace cache etc).

It is cheap and lacking power compared to what Sony originally claimed with those TFLOPS numbers and unrealistic statistics that was supposed to be a PC killer.

Which of Sony's claims in terms of TFLOPS rating are you saying are unrealistic? I've seen several numbers thrown around over the last few years, some of them are completely unrealistic, some of them are easily proven accurate(in terms of peak throughput).

Sony has to control cost thus die size.

Sony is more agressive with large die sizes then any consumer electronics company has ever been. Planning on shipping millions of units packing processing units with a die size in excess of 300mm is insane. They don't *have* to control die size in fact they have rather proven that they are far more willing then Intel or AMD to push the limits of any fabrication process they have worked with.

As the article pointed out, cache size and latency issues could plague it too, which will make it harder to code with the PPE units.

Most people who have worked with IOE processors will tell you that you will find yourself a lot less dependant on cache hits then you are with an OoE core.

Regardless you can give me long list of great PS2 racing games and I can give you a long list of great PC racing games as well.

Please give me that list of great racing games- because I have looked all over and can't find one that is remotely close to GT4 let alone Forza(which is easily superior compared to GT4).

My point is PCs can do everything a console can do, but console can't do everything PCs can do in gaming

No, they can't do everything as well as consoles- not even close. I have listed a large number of genres that PCs are utterly horrible at and have waited for a rebuttal- there isn't any. If you want to talk about how with enough customization you could wire up a LAN and use TV outs and then plug them all in to a large screen HDTV in order to get some decent MP going with your buds sitting next to you- you can also make the XBox into a 'PC'- and a lot easier too.

The fact is, once RTS and FPS and MMORPG took off, the demand for other types of games has diminished quite a bit.

The largest three MMORPGs combined have less subscribers then Myst sold copies- they are a very small slice of the gaming pie even on PCs. Myst clones tanked when people realized the consoles dominated the genre now as they always have. The demand hasn't shrunk in the slightest iota for genres outside of RTSs and FPSs- the exploding sales on consoles is testament to that. PCs simply don't handle the genres as well. Its flexibility that makes it so well suited for certain uses eliminates the ability to polish a title to the level that a console game can have.

These days it's simply not possible to program any reasonably complex piece of software in assembler without modern data structures and compilers to support you. There are thousands of studies that show structured high level languages always come out on top. That's not laziness, that's advancement in computer science.

Really?

Many of the upcoming Playstation 2 games like Gran Turismo 2000 are beginning to look far more promising than they did at E3. SCEE's own internal titles such as Formula One 2000 and Wipeout Fusion are looking a better than simply high-res, perspective-corrected Playstation products. Certainly spirits amongst the PS2 development community are higher than they were at the beginning of the year at Sony's European PS2 development conference, where nobody seemed to be getting good results on the machine. Slowly but surely Euro coders used to Assembly coding are getting their heads around the console.

Link.

The team working on the project consisted of several engineers, and everyone worked on all of the research tasks. Our work was focused on studying the materials Sony provided, writing Sony library simulation using OpenGL, dissecting OpenGL and porting to OpenGL. The research was also based on learning assembly, working on general graphics and on Nurbs sky simulation, volume shadow, soft shadow, fluid, noice and turbulence, palatted texture, animation, four-Nurbs methods, and more. The management of the preparation process was excellent, and included distribution of test materials, and attendance of game development conferences in order to keep the team updated.

Balancing EE and VU1 calculations, is a big issue with the Playstation 2. VU1 is known as highly efficient, however its resources are limited. The truth is that the VUs are designed to do specific calculations, that is, vector and matrix parallel calculation.

Another portion of the article-

Our efforts to perform heavy assembly level development and optimization turn out to be a big win. For each development platform game developers always tend to dive into assembly level to achieve maximum performance. It's especially true for Playstation 2 developers because it's necessary to use assembly in some parts of Playstation 2 development process.

Link.

I know what I am talking about here, I follow the console scene extremely closely including development processes. Creating self contained threads and working with assembly on consoles is normal right now. Not because of the new consoles- it has been that way(at least in terms of dealing with assembly).

Right, so the PC developers that have been developing real engines for years that work in the real world are dishonest but the console developers who neither have finished hardware or products are to be trusted completely?

Console devs who code in assembly regularly tend to have a much better understanding of exactly what they are working with compared to a PC dev. These guys also have shipped numerous titles they built from the ground up for consoles- something Sweeney has done..... never.

It is a performance limitation because it cripples the processor when running code other than at 100% tuning.

That is NORMAL in the console industry.

Which Cell are we talking about now? Are the military using PS3 processors too? If so why don't they ditch their $30,000 systems and buy themselves some consoles instead?

So why not dump data warehouses for $300 emachines..... Your point cuts both ways.

Of course they do and the likes of DirectX, COM and .NET are going completely the opposite direction of your ludicrous "program in assembler or you're lazy" claims.

I'm saying the lazy devs are the ones whining like little b!tches. Most of the comments from the more ambitious people have been more along the lines of 'this is so much easier then the PS2'.

Microsoft have invested millions and millions of dollars into developing tools to make developer jobs easier because that is the way of the future.

MS created the specifications for Xenos on their own- nothing else in IBM's lineup is quite like it. They made the call to do exactly what you are saying they wouldn't.

Again, what exactly does "up and running" mean? How much of that program is multithreaded? And how fast does it run compared to PCs?

Knowing Sweeney- none of it was multi threaded.

And how fast does it run compared to PCs?

If it is all Sweeney I'm sure it's much slower. How fast can your PC decode a dozen HD video streams at once? Mine struggles with one- Cell had no issue pulling it off at the PS3's unveiling. Wonder how fast that would be if it were ported over to the PC?

So far you've demonstrated nothing but extremely vague comments to back your claims.

Now you have some developers on the record talking about it. Want me to pull up more from the PS2 devs? Unfortunately you aren't going to see too much public talk about development on the next gen yet as they are still under NDA.

Oh, and I thought Sweeney wasn't to be trusted? Or is he only to be trusted when he's pro-console?

He showed off the engine running in front of thousands of people on stage and on camera- I have the vid clip on my rig right now. If it wasn't for that I wouldn't trust him in terms of consoles- he is a noob in the console dev scene at best. He is trying hard to make his company a name as he knows where the market is- but in order to do that he is going to have to roll up his sleeves and do some real PITA work to compete with the guys who don't mind going to assembly from the start.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
Ben Skywalker,
If you know so much, then maybe you should track down your own inside sources, talk with a few people who have worked with the actual dev kits, get their information, and write a full rebuttal to Anand's article. Anand has not revealed who he has spoken to either, so that is speculation on your part.

Edit: Maybe you should interview a few of sony's engineers, and maybe the military people who use the cell too. Maybe they can vouch for you. Please don't just post a few links in a response to this and say that links are good enough. If you want to get to the bottom of this, you should do the dirty work; Anand did.