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Sony Says Nobody Will Ever Use All the Power of a PS3

Posted by CmdrTaco on Wed Dec 20, 2006 10:00 AM
from the they-never-heard-of-the-robsort-algorithm dept.
Tighthead Prop writes "Sony executive Phil Harrison has made some brash comments about the Cell processor and the PlayStation 3. Harrison says that the current PS3 game lineup is using less than half of the machines power, adding that 'nobody will ever use 100 percent of its capacity.' Is he right? 'The major reason Harrison wants to hype up the "unlimited" potential of the PS3's architecture is to downplay comparisons between games running on Sony's console and Microsoft's Xbox 360. The two systems are not completely dissimilar: they both contain a PowerPC core running at 3.2 GHz, both have similarly-clocked GPUs, and both come with 512 MB of RAM.'"
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  • by Electrode (255874) on Wednesday December 20 2006, @10:01AM (#17312480) Homepage
    Something about 640k of RAM...
    • by Otis2222222 (581406) on Wednesday December 20 2006, @10:05AM (#17312532) Homepage
      Good point, except this time the guy is actually on record as saying it. Bill Gates never said that infamous quote that is often attributed to him.
      • by bigman2003 (671309) on Wednesday December 20 2006, @10:24AM (#17312862) Homepage
        This is a really safe bet though-

        Will anyone use 100% of the CPU(s)?
        AND 100% of the GPU?
        AND 100% of the RAM?

        If not, Sony can always say they aren't using 100% of the system- so they game didn't live up to its potential.

        Show me a game on any system that uses 100% of the resources, and I'll show you a game that hangs like mad and runs like crap.

        Once again Sony comes out with an idiotic statement that they think will impress the public.

        (Admittedly, the article was /.ed so I couldn't read it...so maybe he said something else...if so, sorry!)
        • by SCPRedMage (838040) on Wednesday December 20 2006, @10:36AM (#17313016)
          And yet, if they DO use 100% CPU time, GPU time, and memory, then that means the game is bottlenecked on something and frame rates will suffer, so the game will never live up to it's full potential...

          Guess that means it's impossible for a game to "live up to it's full potential"...
          • by rmadmin (532701) <.gro.edocemoh. .ta. .kelamr.> on Wednesday December 20 2006, @11:53AM (#17314052) Homepage
            It would be nice if Square-Enix would come out and say: "Since Sony is so confident in their machine, we upped the graphics on FF XIII. We found that the PS3 cannot handle the that level of graphics, so we had to turn them down. Sorry Sony, try again."

          • FYI (Score:5, Informative)

            by Retric (704075) on Wednesday December 20 2006, @12:15PM (#17314336)
            From a modern hardware perspective you never use ALL of a systems power at the same time but that does not mean you can replace any one component without lowering overall performance. All systems have at least one bottleneck, but most games encounter more than one, so you may be limited by the CPU, System bus, and then GPU. Which means beefing up any one component would not be worth it without beefing up several.

            Think of it this way replacing 4mb L2 cash with 4 GB L2 cache would speed up most games, however spending that money on several components would be a better use for that same cash. The PS3 is designed to be flexible so you can use the cell to speed up rendering or AI as needed But that flexibility comes at the price of complexity, thus first gen games are using ~50% of the systems capabilities. However games will probably never use more than 80-90% of the systems resources at the same time so the graphics will get better they will not become twice as good.

            PS: 3 games may all use 90% of the systems capabilities, but they will probably not use the same 90%.
        • by Shemmie (909181) on Wednesday December 20 2006, @10:59AM (#17313346)
          Quick, someone port the Aero GUI.
        • by Foobar of Borg (690622) on Wednesday December 20 2006, @11:33AM (#17313766)
          (Admittedly, the article was /.ed so I couldn't read it...so maybe he said something else...if so, sorry!)


          That's okay. Nobody else commenting here read it either.

          • by AKAImBatman (238306) * <akaimbatman@ g m a i l . com> on Wednesday December 20 2006, @10:58AM (#17313332) Homepage Journal
            How can you NOT use 4k of memory?

            4K of memory? Luxury! The Atari 2600 had only 128 bytes of memory! You're thinking of the 4K of ROM in the cartridge.
          • by jandrese (485) <kensama@vt.edu> on Wednesday December 20 2006, @11:01AM (#17313368) Homepage Journal
            Sure you could use all of the memory fairly easily, but could you soak up every single CPU cycle available to you, especially during the H Blanks? Even if you did that, could you soak up all of the cycles during the (relatively long) V Blank? Remember, even a cycle or two of "slack" would mean you're not using 100% of the machine, and worse, even if you did use up every single cycle of CPU time, you can bet that some marginal machines with slightly marginal processors will roll the screen if you do that.

            Even if you managed that, your game would require two joysticks to play and require constant input on both of them, otherwise you'd be wasting a joystick port. I'm not even going to get into the mode switches and whatnot. It's basically impossible to use 100% of any machine like that.
            • by markov_chain (202465) on Wednesday December 20 2006, @11:17AM (#17313566) Homepage
              My Linux desktop soaks up every available CPU cycle, mostly by running the hlt instruction ;)
                • by Mr Z (6791) on Wednesday December 20 2006, @01:55PM (#17315652) Homepage Journal

                  Well, it seems like it'd be more a bottleneck for the PS3 and Xbox360 than for a lot of machines. I look at the CPU-speed/GPU-speed to RAM ratio on most desktops, and 512MB is just enough for the GPU, with another 1GB to 2GB sitting out there for the CPU. When compared to 3 x 3.2GHz PPC (Xbox360) or 3.2GHz PPC + 8 SPEs (PS3's Cell Broadband Engine), even a current AMD 4x4 system (4 Althon 64s) or a Core 2 Duo system has a run for its money in processing performance. So the ratio of compute to memory is quite a bit off compared to desktop boxes. Granted, the PS3 and Xobx360 don't have all the other miscellany running in the background that a desktop has, but is it really that big of a difference?

                  Granted, consoles have traditionally gotten by with much less RAM than their desktop counterparts. This was especially true in the cartridge days, where the entire game image lived in ROM, but it seems like it should be less so in the era of optical-media based devices.

                  About the only way I can see using up all those MIPS is to enable advanced physics and simulation in the game, and enable extra rendering passes to spiffy-up the images. Now that we have a larger deployment of HD-capable displays, spending the MIPS on rendering I guess makes sense. But where are you going to put all the additional textures and data required if you don't have enough RAM? You certainly aren't going to aggressively page it from optical media.

                  Unless a game specifically targets a console and doesn't bother targeting a desktop in tandem, I can't see the developer getting too excited about developing advanced engines that soak the console CPUs with physics/simulation and coding a cut-down version that keeps up on the desktop. That'd make the game behave noticeably differently on the two platforms. So, we're left with graphics enhancements which only change the quality of the visible output of the game, not the gameplay itself. So, until the desktop platforms get into the same raw-compute territory as the consoles, it's very easy to imagine many of those console MIPS will be left on the table or just spent on polishing the graphics output.

                  Now to those of you who say "It isn't pushed to its limits unless you're always using 100% of the CPU." Pshaw. I would say a system is pushed to its limits when no one thing is the sole bottleneck all the time, the overall playability of the game doesn't suffer for it, and increasing the depth of any given element would cause the game to lag or misbehave in such a way that playability or enjoyability does suffer. The notion that you have to use every byte of RAM, fill every sector of the disc and use every issue slot on every cycle of the CPU to say you're at 100% is a silly one. It might've made sense when games were measured in kilobytes, RAM was measured in bytes and CPU was measured in kHz or MHz, but not in the modern era.

                  --Joe
                  • by plalonde2 (527372) <plalonde AT telus DOT net> on Wednesday December 20 2006, @06:51PM (#17319794)
                    The amount of RAM is a different issue from being bottlenecked on the memory subsystem. Long ago a cpu running 1mhz had memory running at the same rate - you could effectively manage a memory access per instruction. Over time CPUs got faster faster than memory got faster. So caches showed up to try to mask it. On a PS2 a cache miss wound up costing 40-60 cycles. Ouch. And the trend has continued, but now it's worse: on the PS3 a cache miss is something ludicrous like 400-600 cycles. Think of it: 500 instructions possible in the time it takes to fetch from memory. Without getting clever, you wind up spending a lot of time stalled waiting for memory. And that's without piles of contention from lots of different threads and processors trying to use the same bus. That's what's meant by being bottlenecked on memory.
                    • by faragon (789704) on Wednesday December 20 2006, @07:43PM (#17320256) Homepage
                      IMO, the problem is not the memory latency, it is the CELL-PPE in-order execution the point that kills performance: the CPU instruction pipe becomes blocked waiting for memory load after cache miss. Most modern CPUs that deal with high latency RAMs are usually out-of-order, for increasing IPC [wikipedia.org], however, the CELL-PPE in-order CPU has to be programmed with explicit prefetch in mind for avoiding pipe stalls. Don't expect great performance from C/C++ code until the compiler gets decent loop unrolling, pipe stall control optimizations, etc. (explicit prefetch will be still necessary for streaming processing).
                    • by plalonde2 (527372) <plalonde AT telus DOT net> on Wednesday December 20 2006, @08:02PM (#17320434)
                      Out-of-order can help some, but at most that gets you 20 or so cycles of "infered" parallelism. But L2 is already 3 times that far away, and main memory 30 times that far. Out-of-order just doesn't buy you enough relative to these *huge* stalls. At that point it becomes a 1 in 30 perf difference which probably doesn't warrant the huge increase in sillicon complexity.

                      As far as optimizing for the memory system using prefetches and streamed processing et al., that's the future of performance coding. There's no avoiding these techniques as the gap between memory speed and processor speed looks destined to only get worse. It's a space in which the compiler really can't do much to help you; your algorithm design has to take into account how much slower memory is than compute, and either be able to set up its data transfers long in advance (as in streaming computation), or have something else to do while it waits (as in context switching).

          • by Manmademan (952354) on Wednesday December 20 2006, @11:24AM (#17313650)
            Final Fantasy XII is the best that a game will ever look on the PS2. It could have been made to look better but the PS2 cant handle it. He is saying that this will never be a problem on the PS3.

            I disagree with this 100%. Final Fantasy XII is one of the best looking games on the PS2 to date, but There's a good argument to be made that Gran Turismo 4 (which runs in 1080i in one way or another while FFXII is 480i only) surpasses it. But regardless- consoles arent like PC's. there will ALWAYS be an enterprising developer who comes up with some crazy coding method no one ever considered before and squeezes a little more performance out of the system.

            Remember when Shadow of the Colossus was released, and everyone was saying things like "no one ever thought the PS2 was capable of things like this?" same principle. There's probably a lot of life left in the Ps2 that no one will ever get around to tapping, because with the existence of the PS3 it's no longer worth the effort to do so. By the time Developers REALLY know their way around the PS3 and are on the verge of squeezing every last ounce out of it, the Ps4 will be out and in the market and it simply won't make sense to bust one's ass trying to max out the PS3.

    • by eln (21727) on Wednesday December 20 2006, @10:22AM (#17312802) Homepage
      You're misinterpreting his comment. What he means is game developers will abandon the platform well before they can put anything out that will utilize the system's full potential.
        • by eln (21727) on Wednesday December 20 2006, @01:00PM (#17314936) Homepage
          I was actually going for Funny, and I got one of those. Not sure what the Insightful is all about, but whatever. Trying to understand the minds of moderators frightens and confuses me, so I'll just take whatever they give and go on with my day.
      • Re:Well duh! (Score:5, Informative)

        by debrisslider (442639) on Wednesday December 20 2006, @10:29AM (#17312910)
        The PS2-PS3 generation was six years (Oct 2000 - Nov 2006). If you count the Dreamcast, the last-gen started in Sept 99 and ended in Nov 05 with the 360 - still six years. The NES came out in October of 85, the SNES in August of 91 - less than six years. The N64 came out Sep 96, the Game Cube in Nov. 01 - a little over five years, and five years again until the Wii. The console generations are as long as they've ever been. There's more games available for the PS and PS2 than any other console. And if you're wary about buying crappy accessories, those have always been around. ROB the Robot, Super Scope Six, The SNES mouse, the N64 and Dreamcast Microphones (at least they came with the game), the Dreamcast's fishing controller, DDR mats, Guitar Hero, etc. Nothing is different, except now with the Wii game developers will move gimmick development over to the system that has all those capabilities built in so less money is wasted on 1-game peripherals.
  • by Anonymous Coward on Wednesday December 20 2006, @10:03AM (#17312498)
    There's not going to be that many games coming out?
  • by Zetta Matrix (245803) on Wednesday December 20 2006, @10:04AM (#17312520)
    I'm not sure this is something I would want to brag about. If you made the system so complex that it was impossible to use to its fullest potential, then why did you make it so complex and/or powerful? Sounds like admitting to a lot of wasted effort.
  • by datajack (17285) on Wednesday December 20 2006, @10:04AM (#17312522)
    Well, if it's not possible to use all the power in the PS3, there's no point in making a more powerful console in a few years time, right?
  • Linux Performance (Score:4, Interesting)

    by eldavojohn (898314) * <my/.username@@@gmail.com> on Wednesday December 20 2006, @10:05AM (#17312536) Homepage Journal
    Harrison says that the current PS3 game lineup is using less than half of the machines power, adding that 'nobody will ever use 100 percent of its capacity.'
    Well, perhaps this statement will be true for games. I'm not sure. But I have been hearing rumors of the PS3--while running Linux--is not too impressive because it lacks beasty memory. Remember, I'm no expert but I read of a study done running Fedora Core Five versus a Mac G5 running FC5 [geekpatrol.ca] and also a German study claiming the PS3 is little better than a Pentium III 800Mhz when it comes to Linux [google.com].

    But Harrison could be correct depending on how he defines 'capacity.' In the world of computer science, one must be careful with the absolute of "never ever" but he hasn't defined capacity sufficiently. Now if he means there will never be a PS3 game capable of using it to the full capacity then he's probably right.
    • Re:Linux Performance (Score:5, Informative)

      by SatanicPuppy (611928) * <<Satanicpuppy> <at> <gmail.com>> on Wednesday December 20 2006, @10:24AM (#17312858) Journal
      Consoles are never that impressive, when compared to actual computers...Computers are general purpose tools, and their architecture reflects this.

      Console systems, on the other hand, are engineered for a very tight, very specific, set of tasks. This is why a console with comparatively crappy stats can walk all over a much beefier computer, and vice versa.
  • Kind of funny. (Score:4, Interesting)

    by Viewsonic (584922) on Wednesday December 20 2006, @10:05AM (#17312542)
    Ubisoft says Assassins Creed will have more intelligent AI in the 360 version simply because the three dedicated cores offer more raw horsepower that the PS3 doesn't have. You can also tell that the PS3 has run into some issues regarding the limit of 256MB of texture memory compared to the 360, most textures are all blurry and low res compared to their 360 counterparts. It's the PS2 hype all over again.
    • Re:Kind of funny. (Score:4, Informative)

      by kai.chan (795863) on Wednesday December 20 2006, @10:51AM (#17313220)
      How the parent got modded so high is baffling. Ubisoft has NEVER said the AI in the 360 will be more intelligent than the PS3. Jade Raymond said that the XBox360 has "improved threading" during X06, but no where did she say what it was compared to. It was clearly FUD that Microsoft got Ubisoft to spread.

      And how such a false statement of saying the PS3 will be limited to 256MB of video RAM has been modded as Interesting on Slashdot is absurd. Look at the top level diagram [impress.co.jp]. The RSX can access an additional 256MB of XDR through the Cell. The RSX was designed to work with the Cell, that is why it is different than the conventional console hardware setup.

      It's hype all over again, for sure. Every company does it, but it looks like you are being lead into believing the Microsoft FUD-hype instead.
      • Re:Kind of funny. (Score:5, Informative)

        by rayde (738949) on Wednesday December 20 2006, @10:40AM (#17313074) Homepage
        perhaps his "baseless statements" are based on actual articles [ign.com] that interview devs.... such as Jade Raymond of Ubisoft:

        While the PlayStation 3 and 360 versions of Assassin's Creed are virtually identical, Raymond did say that on the 360 the team is putting a special emphasis on achievements. The hardware also allows for improved threading, which will improve even further the crowd AI.
          • Re:Then either (Score:5, Insightful)

            by Slack3r78 (596506) on Wednesday December 20 2006, @12:13PM (#17314302) Homepage
            The correct answer is:

            C) The Cell is a poor general purpose processor.

            If you're at all familiar with the fundamentals of CPU design, it should be blindingly obvious that the Cell should be very good at handling streaming vector data, but relatively poor at more general purpose calculations.
      • Re:Kind of funny. (Score:4, Informative)

        by Darkfred (245270) on Wednesday December 20 2006, @11:03AM (#17313380) Homepage Journal
        Probably because you are stupid. The specs have been out for a nearly a year now. The 360 has the exact same IBM powerpc core processor, just 3x as many of them as the PS3. The vector units are too brain dead for AI and have to be chained together to use their full potential, so basically you have a quick matrix transform, vs 3x as much cpu power, and a video card 1.5x as powerful.

        I'm not a fanboy, I am a game graphics programmer. (but yes perhaps I am a little irritated over the difficulty level as well)

        Regards,
  • Why make it then? (Score:3, Insightful)

    by onion2k (203094) on Wednesday December 20 2006, @10:06AM (#17312576) Homepage
    Should have made it a bit less powerful and consequently cheaper then I suppose. They'd have sold more and make more money that way.
  • by zen611 (903428) on Wednesday December 20 2006, @10:08AM (#17312602)
    I think he meant "Nobody will use all the power to improve the storyline..."
  • by Jon Luckey (7563) on Wednesday December 20 2006, @10:17AM (#17312736)
    I'm sure an PS/3 is so fast it can execute an infinite loop in less than a second
  • Obligatory (Score:5, Funny)

    by jlawson382 (1018528) on Wednesday December 20 2006, @10:23AM (#17312832)
    I for one welcome our new, vastly inefficient, overpriced, Linux-running overlords.


    (Sorry. I couldn't help it.)
  • Not News (Score:4, Insightful)

    by sunderland56 (621843) on Wednesday December 20 2006, @10:45AM (#17313138)
    Nobody uses 100% of the power of their desktop computer either - and nobody complains about it. It would take a very, very tricky program to simultaneously max out the processors, graphics, memory, and disk bandwidth.

    Nobody every uses 100% of the power of their car, either. Sure, you LIKE to have the 250 HP engine, but you only use it for 3 seconds on the on-ramp. And hopefully nobody uses the full power of their 800 watt home theatre system. The excess power is there for the momentary condition - not to use all of the time.
  • by thatguywhoiam (524290) on Wednesday December 20 2006, @10:51AM (#17313218)
    First off, this is a famous Sony marketdroid and you should pay him as much heed as you would any other marketdroid from any big corporation. He's just ignorant enought to make boneheaded statements such as this.

    Having said that, for such a nerd-oriented site, I can't believe some of the parsing going on here, and it must come down at least partially to latent Sony-hate (for whatever reason).

    Let's just put the word 'Sony' aside, for ONE second. Just bear with me here.

    The PS3's 3.2 GHz Cell processor, developed jointly by Sony, Toshiba and IBM ("STI"), is an implementation to dynamically assign physical processor cores to do different types of work independently. It has a PowerPC-based "Power Processing Element" (PPE) and six accessible 3.2 GHz Synergistic Processing Elements (SPEs), a seventh runs in a special mode and is dedicated to OS security, and an eighth disabled to improve production yields. The PPE, SPE's and other elements ("units") are connected via an Element Interconnect Bus which serves to connect all of the units in a ring-style bus. The PPE has a 512 KiB level 2 cache and one VMX vector unit. Each SPE is a RISC processor with 128 128-bit SIMD GPRs and superscalar functions. Each SPE contains 256 KiB of non-cached memory (local storage, "LS") that is shared by program code and work data. SPEs may access more data in the main memory using DMA. The floating point performance of the whole system (CPU + GPU) is reported to be 2 TFLOPS[74]. PlayStation 3's Cell CPU achieves 204 GFLOPS single precision float and 15 GFLOPS double precision. The PS3 will ship with 256 MiB of Rambus XDR DRAM, clocked at CPU die speed.

    That is one deeply weird hunk of hardware. And its pretty fucking cool. Or at least, IBM seems to think so.

    Someone has tried to dumb down an explanation like this to our boy Phil and he shat out this 'will never use the full potential' idiocy, which in turn riles all the nerds because its just such a lame thing to say, you can poke holes in it all day (such as, 'why build such a complicated beast if we will never be able to program it - equally idiotic).

    So the statement is 100% true, and 100% meaningless.

    Like the hamburger truck at the end of my street that claims Greatest Burgers in the Universe.

  • by Xest (935314) * on Wednesday December 20 2006, @10:59AM (#17313340)
    Cell just isn't that suited to gaming.

    With the GPU doing graphics, one core doing AI/Gameplay, another doing Physics, another doing Audio/Networking/Input you've pretty much got all the processing power you need. If you start spreading a game out across too many cores it's going to negatively effect the speed of the game due to the fact you're going to spend all your time trying to keep threads in sync. I'd argue that this is why Sony has it wrong and MS has it right. The GPU can handle graphics, then the 3 cores can be used as mentioned above - this seems the optimal division of work in a game engine. I'm convinced that 4 physical processing units at 4ghz would be better than 8 physical processing units at 3.2ghz so perhaps that would've been a better route for Sony if they really felt the need to beat the 360 on performance.

    To me the Cell seems more suited to number crunching type applications, the sort where you can offload large amounts of data to each cell and let them go on their merry way processing these chunks without having to worry about whether every few bytes of data is in sync.

    I honestly wonder if Sony management just assumed that the Playstation 3 would cell like the PS2 and PS1 and hence just insisted they use it as the tool to bring down the prices of Cell and BluRay regardless of whether they were fit for purpose or not.
    • Re:Architecture (Score:5, Insightful)

      by webrunner (108849) on Wednesday December 20 2006, @10:12AM (#17312652) Homepage Journal
      of course it's also presented as -different- bad news, if you think about it. It means they could have made it less powerful, cheaper, and easier to program for and there wouldn't be a difference because nobody will ever use the extra power
      • Re:Architecture (Score:4, Interesting)

        by aadvancedGIR (959466) on Wednesday December 20 2006, @10:18AM (#17312746)
        Or there is another reason, far less flamebait than my GP post: since the PS3 and the 360 are somehow similar, game developpers will be tempted to build their games on the common ground between those tho systems, therefore, even with a superior PS3, the game will be exactly as it is on the 360.
    • Re:... right (Score:5, Informative)

      by D3m0n0fTh3Fall (1022795) on Wednesday December 20 2006, @10:14AM (#17312696)
      Nice work Anonymous Coward, two small problems. You've obviously never heard of the "dual layer DVD", something which has been in common use for a very long time. It has 8.5GB storage capacity. You've also obviously managed to avoid every single article, of the hundreds out there, which all point out 1 thing. The cell does not have 8 cores. It has 1 core and 7 SPEs. The Xbox 360 on the other hand has 3 cores. I take it you're looking forward to your "real time rendered, Toy-story quality graphics" on your PS3 just like you were when the PS2 came out? Get off my internet.
    • Wow, school time!

      The 360 does not have a "2 core cell' it has a 3 core PowerPC.

      The PS3's Has 1 core and 7 SPE's, 1 SPE is reserved for the OS, and Sony tells developeres to only use 5 of the remaining 6.

      The 360 has more *useable* RAM than the PS3 and from what iv'e read also has a superior GPU.

      As far as disc space, 360 games are on dual-layer DVD which is 8.5GB, not 4.7GB. And as long as games like 'Gears of War' and 'Elder Scrolls IV' are fitting on a single disc the Blu-Ray argument holds no water. And worse case scenario...2 disc game! Oh n0's!

      Sony has convinced you that you *need* blu-ray..and it's just not true.

      Did I mention the 360 can be between $100 and $300 cheaper than a PS3 (depending on configurations for both)? And that it has games out, like, right now? And that you can go into a store and buy one no problem right now?