PS3 General Discussion

Solid Lifters
All Right... How Much?

Right now, one of the biggest missing pieces in the PlayStation 3 puzzle is the price tag. In a January article, CNN Money suggested that their analysis pointed to a $499 price tag, which was reached by observing the projected costs of the hardware. In addition, the $499 price tag seemed to mesh with the opinions from a sampling of anonymous developers, who expect it to cost between $399 and $700. And while consoles generally don't stray above the $299 mark (even the Xbox 360 came in a Core version that was only $299), just about everyone seems to agree that this is probably too optimistic. Even Sony Computer Entertainment president Ken Kutaragi has been quoted as saying "It'll be expensive [...] I'm aware that with all these technologies, the PS3 can't be offered at a price that's targeted towards households."

Speculation about the price has kicked into overdrive recently, thanks to a report from analysts at Merrill Lynch that claim the PlayStation 3 could cost upwards of $800-900, and while consoles are often sold at a loss, if this is true Sony would be taking a tremendously huge hit to the pocketbook to sell PS3 systems for $400-500.

Okay, So When?
I hope Sony can surprise us with a friendly price. :D This example is bit extreme, but I remember when people speculated the price of PSP to be around $300, but when it was released in Japan, I think it was under $200. If Sony can pull off $349, I'd be super happy. If it was $399, I'd still understand, because of its' Blu-ray DVD capability, which is worth the extra $$$ IMO.
 
sprite
Solid nice post, shame the info isnt too new and alot of it is roumer thats made by poor websites, who is the source for this info?
I don't remember. It was linked from a different website, that came to me in an email. Sorry, it's gone. But, clip the first few sentences and enter it for a Google search.

As for PS3 having a BDR its more than likley not going to happen.

I agree 100%, but I still would love to see one in there. But, it doesn't really matter since I plan to get a BD-RE once they become available in May. I just hope I can share images and video clips from my PS3 to my PC easily enough.

And i agree with you Con about the HVD being only for industry, but im sure they will eventually make it into consumer market, as the quality grows for video and sound, but im sure it wont be for a long while before we see it make the shop shelves.

HVD will most likely only hit the PC consumer market, if it hits our market at all. I doubt well see it as a media player like Blu-ray, though. I think the movie companies will just mostly ignore it, for consumer markets.
 
BUMP

Hey, EARTHQUAKE! OK, it's over. (Gotta Love SoCal! Earthquake info at bottom of post!)

Epic will showcase Unreal Engine 3 features including PlayStation 3 and Xbox 360 support at GDC 2006



Epic Games, one of the world’s leading game developers and creator of the award-winning Unreal Engine, reveals that it is planning an expanded presence at GDC. As well as bringing show goers the usual stunning Unreal Engine 3 demos and presenting key technical advancements over the past year, Epic are also expanding their presence to include a dedicated space in the Career Pavilion and special press sessions for the industry’s media.
Epic will once again demonstrate Unreal Engine 3 in their private theater within their ExpoSuite, ES128, located in the main exhibition hall. Epic will showcase a number of new and improved Unreal Engine 3 features including: PlayStation 3 and Xbox 360 support, FaceFX cinema-quality facial animation with auto-generated lip-synching, new physics-based animation that provides gameplay features (like blending hit reactions with character animations), new in-editor performance optimization tools, a new COLLADA-compatible import pipeline, Epic's new high-performance multi-threaded renderer and much more.

Come and see why Unreal Engine 3 will be powering several significant next-generation games from some of the industry’s top developers and publishers.

For Developers and Publishers

Developers and/or publishers wishing to see Unreal Engine 3 demonstrations should contact Mark Rein by email – mark.rein@epicgames.com – please specify three possible day/time combinations as well as the number of people you plan to bring. Availability of seating and times may be limited so please respond early.

Epic Speaker Sessions at GDC:

Wed March 22, 12:00pm—1:00pm (Programming) – “Building a Flexible Game Engine” - Tim Sweeney and Martin Sweitzer
Thurs March 23, 9:00am—10:00am (Production) – “Multiplayer Cheating: Dispatches from the Front” - Jeff Morris
Thurs March 23, 12:00pm—1:00pm (Visual Arts) – “Tips and Tricks for Modeling for Next-Gen Games” - Pete Hayes
Thurs March 23, 4:00pm—5:00pm (Game Design) – “3ds Max and ZBrush Workflow” - Shane Caudle
Fri March 24, 9:00am—10:00am (Visual Arts) – “Modeling Next-Gen Characters: From Concept to Game” - Kevin Lanning and Jerry O'Flaherty

Media Events at GDC

Epic will be hosting two Media Briefings for media at GDC. These will take place on Wed 22nd and Thurs 23rd March at 2:00PM in Epic’s Exposuite (ES128). There are limited places at these sessions so you must book your place in advance by emailing Nicola Kirby (kirby@littlebrowndoggy.com) with your name, publication, contact details and preferred day. The sessions will comprise demos, short talks by key Epic spokespeople and Q&As – each session will be approximately 30 – 40 minutes long. There will be additional one to one interview slots but these will be allocated on a strictly first come, first served basis – please indicate if you would like to book one of these slots in your email.

Visit us in the Career Pavilion

Epic will also, for the first time, feature a booth in the Career Pavilion. We continue our search for the industry’s best game developers. We urge prospective applicants to come and see us in the Career Pavilion. Please visit http://www.epicgames.com for information about currently open positions.


OK, here's the EARTHQUAKE info... Cool! Just 8 miles from my house, man!

A minor earthquake occurred at 02:43:13 AM (PST) on Sunday, March 5, 2006.
The magnitude 3.4 event occurred 9 km (6 miles) SSE of Rancho Cucamonga, CA.
The hypocentral depth is 8 km ( 5 miles).



--------------------------------------------------------------------------------

Magnitude 3.4 - local magnitude (Ml)
Time Sunday, March 5, 2006 at 02:43:13 AM (PST)
Sunday, March 5, 2006 at 10:43:13 (UTC)
Distance from Rancho Cucamonga, CA - 9 km (6 miles) SSE (153 degrees)
Ontario, CA - 10 km (6 miles) ESE (111 degrees)
Upland, CA - 12 km (8 miles) SE (130 degrees)
Riverside, CA - 17 km (10 miles) WNW (302 degrees)

Coordinates 34 deg. 2.0 min. N (34.033N), 117 deg. 32.9 min. W (117.548W)
Depth 8 km (5.0 miles)
Quality Fair
Location Quality Parameters Nst=160, Nph=160, Dmin=3 km, Rmss=0.47 sec, Erho=0.3 km, Erzz=1.5 km, Gp=18 degrees
Event ID# ci14215632
Additional Information map Waveforms
 
Solid Lifters
I don't remember. It was linked from a different website, that came to me in an email. Sorry, it's gone. But, clip the first few sentences and enter it for a Google search.

Its ok I found the source of the info, it was 1up.com 👍

Solid Lifters
I agree 100%, but I still would love to see one in there. But, it doesn't really matter since I plan to get a BD-RE once they become available in May. I just hope I can share images and video clips from my PS3 to my PC easily enough.

Yeh it would be nice to own one, but they will have to increase the write speed for me to buy one, because at the moment its takes around 1hour 54mins to burn a 50gb disk @ 2x :crazy: so thats too long for me, I will wait till the up the speed to 8x or more.

Equasion
x2 does = 72Mbps
72Mbps = 9MB/s
(50gig / 9MB/s) / 60 = 92.59 /60 = 1.54.

If they decide to up the speed, BD's will go upto something like 12x @ 10,000rpm thats a write speed of 400Mbps :scared:
 
sprite
Yeh it would be nice to own one, but they will have to increase the write speed for me to buy one, because at the moment its takes around 1hour 54mins to burn a 50gb disk @ 2x :crazy: so thats too long for me, I will wait till the up the speed to 8x or more.

Um.. boo-frikkin-hoo. How long would it take you to burn 50GB worth of stuff onto DVD? Or CD, for that matter? Two hours for fifty gigs is blazing fast compared to what I usually burn at. I could back up my entire hard drive storage space in less than a day at that speed. Nowadays, that would take me a week or more.
 
Jedi2016
Um.. boo-frikkin-hoo. How long would it take you to burn 50GB worth of stuff onto DVD? Or CD, for that matter? Two hours for fifty gigs is blazing fast compared to what I usually burn at. I could back up my entire hard drive storage space in less than a day at that speed. Nowadays, that would take me a week or more.

well i guess it is fast for the amound being backed up, but im an impatiant person and want everything now :D

im currently burning DVD's 4.6gb at about 6.5 minutes 8x so thats an hour for 50gb at that speed so all in all its slower than what i can currently back up at, but then i would have to use about 11 to 12 disks :scared: plus i have no need to back up that amount of data anyway, my hdd is 80gb and ive only used about 30 and im not bothered about programmes being saved so the stuff i really want (work and such) equates to about 12gb so its only a couple of DVD's.
 
Namco Bandai President Says Sony PS3 Spring Start `Impossible'



March 8 (Bloomberg) -- Namco Bandai Holdings Inc. President Takeo Takasu said it was ``impossible'' for Sony Corp. to start sales of the PlayStation 3 game console in spring as scheduled, which may delay a recovery in the software industry.

``Without any announcements so far, the spring release is impossible,'' Takasu said yesterday in an interview in Tokyo. ``We are developing titles for PlayStation 3, but the release of the games depends on the timing of the hardware.''

The Tokyo-based company, Japan's second-biggest maker of toys and video-game software, is also releasing titles for Microsoft Corp.'s Xbox 360. Electronic Arts Inc., the world's biggest video-game maker, and Activision Inc., the second-largest in the U.S., slashed their sales forecasts in December as a shortage of Xbox 360 players curbed demand for games software.

Sony, the world's second-biggest consumer electronics maker, said last month that a postponement of the PlayStation 3 can't be ruled out after Merrill Lynch & Co. reported a delay of as much as a year because of issues such as adding the Blu-ray high- definition DVD player to the console.

``Nothing has changed with our plans'' for the launch of the PS3, said Nanako Kato, a spokeswoman at Sony Computer Entertainment Inc., the company's games division. Sony said it's still aiming for a launch in ``spring.''

Christmas Release

Merrill analyst Joe Osha said in a report dated Feb. 17 that a delay in the PlayStation 3 release may push back the recovery of software sales by a year. Game sales may decline as much as 4 percent this year, compared with an earlier forecast of 1 percent growth, the report said.

Sony's new player will feature Blu-ray and the Cell, a pinky-nail sized chip that is 35 times faster than the PlayStation 2 and can render real-life graphics. The company in November said shipments of its existing PS2 console reached 100 million units since its release in March 2000.

Namco Bandai, which last month halved its net income target because of falling game software sales, expects revenue in the business to grow 18 percent to 153 billion yen ($1.3 billion) in the year ending March 2007 and remain flat the following year, the company said last month.

``We would like Sony to release the PS3 this year for the Christmas season,'' Takasu said.

Nintendo Co., the world's biggest maker of hand-held video game players, plans to unveil its Revolution console this year.
 
Nice info Solid, however , it doesn't make me worry at all, I'll buy a PS3 no matter if it comes out in spring, summer, or fall. the more time sony has, the better they will be able to make the PS3 IMO. By the way, I went to Circuit city yesterday and saw a big sign "Xbox 360 is here, bundle $500 and up" on the door, didn't bother to ask though.:sly:
 
I'm still not interested in the 360. No killer games yet that make me want one. I'll be patient and wait for the PS3. Although as far as improvements go, I'd hope that the one thing Sony does is either give the PS3 512megs of system ram, or design the main board to be easily upgradeable.
 
Sony PS3 Manufacturing To Begin By July

COMPEQ to begin PS3 circuit board manufacturing by June or July

A TAIWANESE manufacturer called COMPEQ has announced that it has been given the green light from Sony to produce circuit boards for the PS3.

COMPEQ, who also produce the parts for Sony’s PSP, will manufacture the high-density interconnect printed circuit boards for the PS3.

Though the company did not say when the boards will begin manufacturing, a source speaking with the Chinese website, Myddrivers, believes things will be underlay by June or July.

This of course puts the PS3 on track for a year end launch; just in time for the shopping season.
 
Still they're a well established company and have fullfilled a few high profile contracts before.
 
GTRacer4
Compeq sounds like a knockoff Compaq...
You mean Compaq is a ripoff of Compeq.

Compaq, a division of HP, started in 1983 with a reversed engineered IBM PC. Compeq started in 1973. HP started in 1939, before you ask.

COMPEQ MILESTONES
Event
1973 Founders Mr. S.W. Chen and Mr. Charles C. Wu pioneered the first mass production PCB (Printed Circuit Board) manufacturing facility in Taiwan.
1974 Construction of the Luchu Plant completed. Began producing single-sided and double-sided PCBs.
1982 Became the first certified PCB supplier for IBM in Taiwan. Active in developing intricate lamination technologies required for producing multi-layer PCBs.
1983 Expanded facilities; began mass production of 6-layer PCBs for PC mainboards at the Luchu Plant.
1986 Recognized by the National General Association of Industry for excellence in pollution prevention.
1987 Started a joint venture with Matsu****a Electric Works to establish TNPL, a copper clad laminate factory, in Hsinchu for the production of stable and superior quality materials. Compeq owns 45% of the share.
1990 Established Compeq International Co. (Utah, U.S.A.) as a forefront to tap into the American market with a monthly capacity of 165,000 sq/ft.
July 24, initial public offering of Compeq stocks on the Taiwan Stock Exchange.

1991 Expansion of the Luchu Plant completed; monthly capacity is 500,000 sq/ft.
Founded the first wastewater processing station in Taiwan’s PCB industry; invested NT $25 million.

Compeq International (U.S.A.) began mass production.

Luchu Plant began manufacturing 8-layer PCBs used for notebook PC mainboards.

1993 Invested NT $1.9 million in the establishment of Wei-Hua Recycled PCB Co. to ensure PCB recycling and fulfill environmental protection responsibilities; Compeq owns 19% of the share.
1994 Launched the production of IC. packaging substrates at the Luchu Plant.
Became the largest PCB supplier for notebooks worldwide; shipped 2 million pieces in a year.

1995 Second expansion of the Luchu Plant completed; monthly capacity increased to 1 million sq/ft.
Established Huaton Holdings Ltd to engage in international trade affairs and investments; invested NT $2 million.

1996 Established Compeq Manufacturing (Huizhou, China) Co., Ltd. with the monthly capacity of 400,000 sq/ft; invested NT $50 million.
Began tapping into modem and Internet markets.

Expansion of Compeq International completed; monthly capacity is 220,000 sq.ft.

1997 Established Pelican Cove Investment Ltd. for indirect investments into mainland China; invested NT $13.8 million.
Established the Taoyuan Plant as a professional manufacturer for IC substrate; invested NT $7 billion.

Established MEMCL Guang Zhou, another joint venture with Matsu****a to supply CCL to Compeq China; Compeq owns 45% of the share.

Started developing HDI (High Density Interconnect) technologies with laser drilling for micro-via technology needed by high performance mobile phones, networking and telecommunication equipments.

Became the largest supplier for CPU-substrate in the world.

1998 Annual sales revenue exceeded NT $10 billion.
1999 Entered the telecommunications market by implementing HDI technologies on mobile phones and products for the base station.
Technological expansion of the Taoyuan Plan completed.

2000 Started mass production of FC-PGA products at the Taoyuan Plant with a monthly capacity of 230,000 sq/ft.
Annual sales revenue exceeded NT $20 billion.

Annual production capacity reached 2 million sq/ft.

Reengineered product development to focus on telecommunication, networking, computer and IC substrate industries.

Became capable of HDI mass production with over 70 laser drill machines; world’s largest HDI supplier.

2001 Developed the Flip-Chip PGA-II technology and passed the qualification procedure.

2002
The total shipment for cellular phone boards exceeded 61 million pieces.

2003 The shipment for cellular phone boards topped 8 million pieces in a single month.



ASE and Compeq set up a joint venture named "ASE-Compeq Technologies", aiming to expand IC substrate businesses; initial capital was NT$ 20 million and Compeq owned 40%.
 
Tenacious D
I'm still not interested in the 360. No killer games yet that make me want one. I'll be patient and wait for the PS3. Although as far as improvements go, I'd hope that the one thing Sony does is either give the PS3 512megs of system ram, or design the main board to be easily upgradeable.

The extra system memory, IMO, is not needed, all it will do is bump up the price and most likely go to waste anyway.

Upgraded consoles always fail, expansions never work. Why include a feature that no developer is going to support?
 
Some interesting info from ps3portal.com:
SONY EXPECTS 200 MILLION PS3 SALES IN 5 YEARS

It has been reported in Business Week that Sony is expecting to sell 200 million Playstation 3 units in its first five years to the market. They are hoping to push 12 million units in their first year alone. Reaching those goals is important because it would allow Sony to decrease the cost of manufacturing for the Cell processor. This would, theoretically, allow them to compete with industry giants like Intel and AMD.

Sony believes that the Cell processor is as good, if not better, than Intel’s Pentium and they are hoping to prove it with Cell’s first piece of hardware. For this reason it is absolutely necessary that the PS3 is a success. But is it even possible to sell 200 million units in five years? By comparison the Playstation 2 only sold approximately 100 million in that time.

My opinion is that it is possible, but not for a pure gaming console. The PS2 was one of the most successful systems in our industry’s history; I really do not think that Sony’s fan base has double in such a short time. The PS3 will have to be sold as a multimedia device in order for such high expectations to be reached. So, at this time, it has become far clearer why Sony chose to include Blu-Ray and take the hit on the cost. The fate of the Cell processor, and Blu-Ray are both resting on the PS3’s shoulders. There has never been a console in history whose success could mean so much for so many different forms of technology.

* Author: John Blatchford
www.ps3portal.com
 
200 Million units in just five years? It took Sony that long to just surpass 100 million units for the PS2, and with the guaranteed popularity of the Revolution as well as the established fan base of the 360.... 200 Million in five years seems like a lot.

Sales are going to be SPECTACULAR, there isnt any way around that, but with the better competition that it will be facing this time around, Sony shouldnt be so overconfident in their figures.
 
YSSMAN
200 Million units in just five years? It took Sony that long to just surpass 100 million units for the PS2, and with the guaranteed popularity of the Revolution as well as the established fan base of the 360.... 200 Million in five years seems like a lot.

Sales are going to be SPECTACULAR, there isnt any way around that, but with the better competition that it will be facing this time around, Sony shouldnt be so overconfident in their figures.
I don't know what Sony is smoking either. PS3 must be coming out at $299 or something.
 
a6m5
I don't know what Sony is smoking either. PS3 must be coming out at $299 or something.
I hope not. That means it would be more difficult to get one on launch day.

Here's something interesting I found. Too bad it came from an unreliable source.

GDC Director confirms new PS3 info at show.

In an interview with GameDaily, GDC Director Jamil Moledina has confirmed that Sony's Phil Harrison will reveal some much needed details about the PlayStation 3 during his keynote. In response to being asked if there would be new info, Moledina bluntly replied, "The answer is yes," before going on to promise the keynote would "contain significant editorial value and developer takeaway."

It's worth noting that Phil's keynote is titled, "PlayStation 3: Beyond the Box," so this only confirms what was already a reasonable expectation.
 
tha_con
The extra system memory, IMO, is not needed, all it will do is bump up the price and most likely go to waste anyway.
So, console system ram will never exceed 256 megs, eh? We'll see... :sly:
 
Tenacious D
So, console system ram will never exceed 256 megs, eh? We'll see... :sly:
The PS2 has 4mb of graphics memory, and that's it. The PS3 will have 512mb of graphics render memory. The RSX will be able render pixels to anywhere in system memory. 256mb for XDR main RAM @3.2GHz and 256mb GDDR3 VRAM @700MHz.

Plus, the PS3 is not a computer. It doesn't need that much to do its job. Plus, the PS3 will do 100 billion shader operations per second, which is three times that of the fastest PC. Plus, 51 billion dot products per second. Pentimum 4 can only do 3 billion.
 
Solid Lifters
The PS2 has 4mb of graphics memory, and that's it. The PS3 will have 512mb of graphics render memory. The RSX will be able render pixels to anywhere in system memory. 256mb for XDR main RAM @3.2GHz and 256mb GDDR3 VRAM @700MHz.

Plus, the PS3 is not a computer. It doesn't need that much to do its job. Plus, the PS3 will do 100 billion shader operations per second, which is three times that of the fastest PC. Plus, 51 billion dot products per second. Pentimum 4 can only do 3 billion.

Saved me the need for a response. Thanks.
 
YSSMAN
200 Million units in just five years? It took Sony that long to just surpass 100 million units for the PS2, and with the guaranteed popularity of the Revolution as well as the established fan base of the 360.... 200 Million in five years seems like a lot.

Sales are going to be SPECTACULAR, there isnt any way around that, but with the better competition that it will be facing this time around, Sony shouldnt be so overconfident in their figures.

You forget one thing : the market is growing...growing rapidly. I have no doupt that they selll 200 mio ps3 within 5 years, maybe they can even go further. The console industry has great growth rates - but that is only Europe, USA, Japan, Australia, HK, a few others and that's it. Look at China and other new markets. I think that China's population will be "rich" enough to buy PS3's within a few years. A game-hungry chinese market without established brands ( there are a few fake consoles/software, but no official market for high end entertainment yet - I know the N64 thing they released, but that's not next gen... ) could easily buy 50 mio PS3 in the last 2 years of Sony's 5 year forecast. Add another 2 or 3 new markets ( East Europe for example ) and like 5% growth rates per year in the classic markets and you easily end up with 200 mio sold PS3's...
 
Max_DC
You forget one thing : the market is growing...growing rapidly. I have no doupt that they selll 200 mio ps3 within 5 years, maybe they can even go further.
You might be right. I was thinking about Playstation sales number in current terms, in which I think 200 million in 5 years sounds ridiculous. But if you factor in the big, growing market like China and India, I guess it is entirely possible.....
 
Plus, the PS3 is not a computer. It doesn't need that much to do its job. Plus, the PS3 will do 100 billion shader operations per second, which is three times that of the fastest PC. Plus, 51 billion dot products per second. Pentimum 4 can only do 3 billion.

I'm thinking BS here. No-one sells technology that advanced for less than £300.
 
Yes they do, they sell it at a loss besides we don't know what the PS3 will cost, I think £300-£400 it's highly unlikely it will be less than £299 anyway. You have to remember that while it can do mor of these tasks than a similarly fast PC CPU, it can do it mainly because it's designed with handling these things in mind. A PC is far more multi-purpose oriented, the processors have to be able to handle several tasks and programmes running at the same time and then what memory and power is left they can use for games. The PS3 will have other programms running and it is multi-purpose ie it'll play movies, music ect, but not on the same scale. The processors are designed for different uses, as an example even though the PS3 processor can do 3 times as much whatever, it's not 3 times as powerful, only 3 times more usefull for games.
 
512 MB is not unnecassary and not expensive. Point in case: I got my PSP last year a few months after it game out and I was quite proud of affording it. Love it or it, it's an expensive piece of equipment. Finding that the 32MB card included with it was just not enough for me, I bought a 512 MB Memory Stick Duo which is proprietary and VERY expensive because of it. It cost me, at the time, some 90 USDs. Now I can find the very same product for less than 50 USDs.

Now let's compare the memory stick to RAM.... The Memory Stick is "permanent" information versus RAM which only lasts as long as there is power. The Memory Stick is also proprietary. Lastly, the price of RAM is far cheaper than many memory cards of an equal memory step (32 MB on a memory card vs. 32 MB on RAM card for example). So let's say the Memory Stick at 512 MB is now 50 USDs. How much do you think 512 MB of your typical RAM will cost?

Let's see what newegg has to say:
Kingston ValueRAM 512MB 184-Pin DDR SDRAM Unbuffered DDR 400 (PC 3200)
*Retail Price (what the consumer pays, not the manufacturer): $35.59 as of today.

That's about an average price. It is also of note that MSRP generally much more than what the manufacturer pays to actually make the product.

Also what if 256 is not enough memory? So what if 512 is too much, but if 256 is at the same time not enough, what are they to do? There is no step in between unless they take a 256 card and through on a few 32 MB cards as an afterthought. I'd rather have too much than too little.
 
RedWolfRacer
512 MB is not unnecassary and not expensive. Point in case: I got my PSP last year a few months after it game out and I was quite proud of affording it. Love it or it, it's an expensive piece of equipment. Finding that the 32MB card included with it was just not enough for me, I bought a 512 MB Memory Stick Duo which is proprietary and VERY expensive because of it. It cost me, at the time, some 90 USDs. Now I can find the very same product for less than 50 USDs.

Now let's compare the memory stick to RAM.... The Memory Stick is "permanent" information versus RAM which only lasts as long as there is power. The Memory Stick is also proprietary. Lastly, the price of RAM is far cheaper than many memory cards of an equal memory step (32 MB on a memory card vs. 32 MB on RAM card for example). So let's say the Memory Stick at 512 MB is now 50 USDs. How much do you think 512 MB of your typical RAM will cost?

Let's see what newegg has to say:
Kingston ValueRAM 512MB 184-Pin DDR SDRAM Unbuffered DDR 400 (PC 3200)
*Retail Price (what the consumer pays, not the manufacturer): $35.59 as of today.

That's about an average price. It is also of note that MSRP generally much more than what the manufacturer pays to actually make the product.

Also what if 256 is not enough memory? So what if 512 is too much, but if 256 is at the same time not enough, what are they to do? There is no step in between unless they take a 256 card and through on a few 32 MB cards as an afterthought. I'd rather have too much than too little.

Except for that it's not DDR SDRAM, which is SIGNIFICANTLY cheaper AND slower than XDR (which is what the system memory is) AS WELL as cheaper than GDDR3.

So while I'd love to agree that *sure* it would be nice to have so much system memory, it's really not a wise business choice to make. Given that all of the other components are capable of so much individually, 256MB of system memory is more than enough to do a lot, considering a lot of operations will be done on the fly through the Cell and RSX processors. I do not see the need or the jusitfication to raise the price simply to attain another 256MB of memory which will have minimum impact on overall performance.
 
tha_con
Except for that it's not DDR SDRAM, which is SIGNIFICANTLY cheaper AND slower than XDR (which is what the system memory is) AS WELL as cheaper than GDDR3.

So while I'd love to agree that *sure* it would be nice to have so much system memory, it's really not a wise business choice to make. Given that all of the other components are capable of so much individually, 256MB of system memory is more than enough to do a lot, considering a lot of operations will be done on the fly through the Cell and RSX processors. I do not see the need or the jusitfication to raise the price simply to attain another 256MB of memory which will have minimum impact on overall performance.


Agreed, It would be nice to have maybe 512mb of GRAPHICS memory and 512 of PROCESSING memory but 256 is enough to do what they want. especially the XDR Memory running at 3.2Ghz this stuff is only being used in super high end sever systems at the moment (Read here) and for you reading pleasures (if you havent read it already) Here is the homepage for XDR.

XDR Homepage
Graphics processing systems render 2D and 3D images from increasing amounts of pre-processed data. These systems demand large amounts of bandwidth from their memory systems to deal with increasingly complex images. As the demand for eye-catching imagery and photo-realistic gaming increases, graphics systems will need a memory technology that can deliver an order of magnitude more bandwidth than today's best options. With per-pin data rates ranging from 3.2 to 8.0 GHz, XDR can satisfy the needs of today's and tomorrow's most complex graphics processing systems.

XDR Homepage
a single, 2-byte wide, 3.2 GHz XDR DRAM component provides 6.4 GB/sec of peak bandwidth.
:D PS3 is a beast.
 
Swift
Assuming they can get the thing built! :ouch:

Well that goes without saying. :D

Here is an article reasoning the CELL and its power enjoy. :)

fouad @ beyond3d.com
I think its time for my article to appear in earth on the internet on this great forum ( I’ve seen and followed a lot of forums but beyond3d forum is one of the best most serious and enjoyable forums on the net ! )
I heard and read a lot of crap, misunderstanding, misleading analysis, false statements, lies, hypocrisies…etc, and I just cant continue only reading so much crap without doing anything. So I decided to create this article based on a lot of sources, relying on what logic analysis agree with. And I hope people will enjoy it, and will finally hear, understand and enjoy the truth !

1/ PS3 design :

A/ Why SONY would spend more than 5 years of development, collaborating with Toshiba and IBM one of the best companies in semiconductors and supercomputers technology in the world , and spending more than 3 billion $ (2 billion $ of investment on R&D and more than 1 billion $ in building manufactories), using the most intelligent and genius computer scientists in the world to develop the CELL ?!!!! WHY ?!!!! why after all this the CELL is only TWICE more powerful than the XeCPU in floating point calculations and is less powerful than the XeCPU on general purpose integer calculations ?!!!! Is sony (ken kutaragi and his team ) crazy ?!! Stupid ?!! Wasting time and money on something not worth it ?!! though they could just do like Microsoft (spending less than 1 billion $ on XeCPU ) and by spring 2006 getting a CPU a little more powerful than XeCPU but more efficient and less expensive than CELL?!!...OR is there something a lot of people didn’t understand about CELL ?!!! is the CELL more than a stupid investment from sony ?!!...

Answer : YES of course . The CELL is more than a stupid idea. Because when I read what a lot of people say in the Internet, I got the idea of them thinking the CELL is a stupid idea from sony and its only marketing ! So I understand how people unbelievably underestimate the importance of CELL and its power for PS3, and how they don’t understand why 5 years of development and 3 billion $ were spent on developing it. I will try to answer the question in 5 points :

1.1/ The power of the CELL :

Its true that CELL is only twice more powerful than XeCPU in terms of floating point calculations ( the CELL of PS3 has one PPE plus 7 working SPEs running at 3.2 GHZ), and that CELL is less powerful in general purpose integer calculations ( If we suppose that the 1 PPU is more or less almost as powerful as one of the 3 cores of the XeCPU, although this is of course not accurate ). BUT you have to know that floating point calculations are more important in multimedia and video games than integer general purpose calculations. Why ?!!
The definition of FLOPS by the internet encyclopedia wikepedia is : “Short for floating-point operations per second, a common benchmark measurement for rating the speed of microprocessors. Floating-point operations include any operations that involve fractional numbers. Such operations, which take much longer to compute than integer operations, occur often in some applications. “
Source : (wikepedia )
http://www.webopedia.com/TERM/F/FLOPS.html

Floating point calculations are the way to go if a developer want to create a very complicated specialized physics engine and AI engine, animations, simulations…etc. CELL is not a PC where you run 5 MS WORD windows, with 3 excel windows, and playing media player mp3 music in the background, with 10 internet explorer windows, and other programs to download games and movies from internet…etc. All this in the same time, so you need a lot of RAM, a big HDD, and a lot of general purpose integer calculations. NO ! the CELL is not designed for this kind of work or applications, but its designed like the emotion engine of ps2 ( the cell at this point of time is even more ambitious than the EE at its time ) mainly for multimedia and video games, those applications doesn’t need a lot of integer general purpose calculations capabilities, but a lot of floating point calculations. SO sony is not foolish to spend 3 billion $ and 5 years of development collaborating with the best semi conductor companies in the world ( Toshiba and IBM ) to create a CPU that is a monster in integer calculations, and not so good on floating point calculations. Sony concentrated mainly on floating point calculations because the main purpose of CELL is to run games not MS office applications.

Want proof that FLOPS are the way to go to create physics, AI, complicated animations, complicated simulations ? OK, I will give 2 main proofs :

1/ The emotion engine of PS2 ! this is the best proof, because if you want to wonder how a CPU created in 1999, did almost everything the GPU+CPU of xbox1 did when running multi platform games ( gameplay, physics, AI, particle effects, vertices, any visual effects you see on screen…etc ) to the point where you could consider the GPU of ps2 ( GS the graphics synthesizer ) as a ROP unit only + textures processing ! you wonder how ?!!! the answer is : the flops capabilities of EE ( 6.2 GFLOPS compared to 1.4 GFLOPS of semi P3-celeron xbox1 CPU, and this is why the EE is far more powerful than the xbox CPU )
2/ Second proof, if you still don’t believe me that FLOPS are the way to go to create complicated physics, than look at AGEIA which intend to release a PPU ( physics processing unit ) using mainly FLOPS !


Also if saying TWICE more powerful is not impressive for you. Than you have to think about it this way : the XeCPU is already unbelievably powerful ( believe it or not but you have to know that the most powerful Intel or AMD CPU in the world that you could buy for your home use does no more than 10 GFLOPS/S ) with the 115 GFLOPS/S of the XeCPU this is just unbelievably powerful. so if the CELL is twice more powerful than a CPU that is already unbelievably powerful…this is not less than revolutionary. And you have to imagine the effort and money and time for MS and IBM to spend if they want to make the XeCPU even more powerful, ask them how much time they will need to make their CPU more powerful than the CELL in floating point calculations ; they will answer : this will take a lot of time !
Because as you know passing from 100 GFLOPS to 200 GFLOPS is a lot more difficult than passing from 6 GFLOPS to 12 GFLOPS ( which is also twice more power ) . Also passing from 100 to 200, means CELL could execute 100 more GFLOPS/S than XeCPU !!! its 100 more GFLOPS/s more`…its not like passing from 6 to 12 ( 6 GFLOPS/s more power ) NO. Its 100 GFLOPS/s more.
Ask Intel for example, how much difficult and how much time they took to double the power of a P4 2 GHZ ! ( this took them 3 years ! from 2002 ( 2 GHZ )to beginning 2005 (3.4 GHZ ) ) and ask NVIDIA why its GF6 created in 8 months was twice ( 2X ) more powerful than GF5. But the GF7 created on 12 months is only 1.5 more powerful than GF6 ! the answer is easy : P4 at 2 GHZ and GF6 were already very powerful, so doubling their power is a very difficult task and will take much more time.
So we have not to underestimate the power of the CELL, and we have to understand that the CELL wont be topped in floating point calculations power by any other PC CPU at least for 4 years. So in terms of pure power for video games the CELL is revolutionary and 3 billion$ and 5 years of development time and collaborating with IBM and Toshiba are all fully justified.


1.2/ the CELL is more than a powerful CPU :

the challenge and problems when creating the CELL were not only to create a powerful CPU, but also to create good interfaces that could beef it with bandwidth ( So they used the most advanced technology in this domain the FlexIO from Rambus) the other challenge was to create great internal
memory control with high speed bandwidth and to include on each SPE an internal memory, and making the management of the bandwidth as efficient as it could be. And if in theory the CELL is a very simple design : a PPU with a lot of SPEs. In practice its another story. Executing the design by Toshiba and IBM and sony was a very difficult task in terms of semiconductors production technology .

1.3/ CELL can connect automatically with any other CELL :

Yes, one of the main objectives of ken kutaragi in creating the CELL was to make it able to create a virtual network, by connecting many CELLs. Again in theory this is very simple, but in practice it’s a different story. The CELLs could connect to each other on the same board, and work together automatically ( unlike classic P4s destined for home use from Intel where only 2 of them could work automatically together, but a lot more CELLs could work automatically together on the same board ) Also the CELLs could connect to each other on a network, so they could exchange data or even work together ! All this with a high automatic level of security.


1.4/ SONY and TOSHIBA will produce the CELL
not IBM :

If sony spent 3 billion $ in creating the CELL, it was also to create manufacturing, so this will allow sony to decrease costs in the long term, unlike Microsoft which will pay other companies to produce xecpu, and its not Microsoft which will produce directly the xecpu.



2/XBOX 360 is an unbalanced system :

Is it true that xbox 360 could do free 4x AA at 720p resolution ? Of course NOT…

When it was announced by MS that the xbox360 will have 10 MB of EDRAM at 256 GO/s, and this will allow it to do free AA at HDTV resolutions, anyone even with little knowledge about hardware, knew that 10 MB is just insufficient to do this. So everyone wondered about the truth . Fortunately the beyond3d article by Dave BAUMANN about xbox360 graphics clarified all this and revealed the truth : There is 10 MB of eDRAM on xbox360 which is not sufficient to do 4X AA at 720P and 1080i resolutions. So the solution was tile rendering, (as the article of Dave Baumann said : the solution is to divide the screen into multiple portions that fit within the eDRAM render buffer space) as you can see requiring a tile rendering technique to do anti aliasing, doesent make it free anti aliasing . Because rendering consume power, so there is no real HDTV free AA on xbox 360. Furthermore in the article of dave we have the following (ATI have been quoted as suggesting that 720p resolutions with 4x FSAA, which would require three tiles, has about 95% of the performance of 2x FSAA.) Do you know what does this mean ?!!
This means that if what they are saying is true, so passing from 2x AA at 720P to 4x AA at the same resolution will hit the performance of xbox 360 by 5% ! and if we suggest this same rate, than going from no AA at 720P ( no tiling required) to 2x AA ( 2 tiles required ) will hit the performance of xbox 360 by at least 5 % or more !!! meaning that at a minimum passing from no AA at 720P to 4x AA at 720P will hit the performance of xbox360 by at least 10 % !!! Now where is the free AA here ?!!
Do the same analysis for 4x AA at 1080i and you will conclude that at least to pass from no AA at 1080i ( no tiling needed ) to 4x AA at 1080i ( 4 tiles needed ) you will get at least 15 % hit in performance !!!
And if Microsoft consider this as free AA than even PS3 has almost free AA with its RSX ( almost 20-30 % real hit in performance when using 4x AA at 1080i resolutions in today actual games, ( officially its even less than 10 % ! like the official Microsoft numbers for the hit of performance on xenos when using AA ! Ironic…) and this wont change a lot in future games, because they will be more shader intensive rather than polygons intensive or even texture intensive )
So please don’t be fooled by the advantage of doing free AA, due to the using of an eDRAM of 10 MB. Because as you have seen this is not true. And there is no free AA at HDTV resolutions on xbox360.
So please stop believing anything, before you are sure of it.

Now lets look at the second main advantage of having eDRAM on xbox 360 : Economize bandwidth, by using the bandwidth of edram to do AA, and Z-buffer, and stencil. so the bandwidth of the GDDR3 ram will be used for shaders, and textures . But even this relative advantage against PS3, was simply killed due to memory bandwidth sharing between XENOS and XeCPU ( 22.6 GB/S ) so if we assume the CPU will need 50% of bandwidth 11.3 GB ( when running complicated physics, AI and animation engines ) than only 11.3 GB/s will be available for the GPU which is not sufficient, and will limit the power of the xbox 360 GPU.

NOTE : With the SATURN-3DO-PS1-N64 generation ( saying it’s the 32 bit generation its not accurate as you know), the trend (or the concentration of developers) was to create more polygons. With the DC-PS2-XBOX-GC generation the concentration of developers was to create better textures ( Sony failed to anticipate this fact, thus leading them to not include a S3TC texture compression technology, and to choose bandwidth over quantity of memory, which was a wrong choice for the GPU, but a great choice for the CPU ) but with next generation games the concentration will be to create better more complex shaders. So this will minimize the requirement for more bandwidth and more memory quantity ( I am not saying bandwidth and memory quantity aren’t a bottleneck on PS3, but I am saying that this Is less of a problem than it was in the previous generation ). So in the next generation we will return to the case of first 3D generation consoles : The CPU will be more important ( complex animations, physics, AI and simulations ), and the limits will be more of a processing power ( to do longer complicated shaders ) than bandwidth or memory quantity. ( thanks GOD for this because as you know its easier for manufacturers to improve processing power than to improve bandwidth )


Disadvantages of 10 MB of eDRAM :

We have just seen that the advantages of having eDRAM are just killed. Now lets look to the disadvantages : there is 332 million transistors on XENOS, but only 252 million transistors are used for LOGIC and calculations ( processing ) ( 232 million transistors for the mother die ( pipelines ) and 20 million transistors used on the back buffer, daughter die, for AA, z buffer, and stencil )
So if there was no eDRAM, ATI could use all 332 million transistors for logic and processing power ! ( like the 300( or a little more ) million transistors for the RSX ) this does mean that the RSX has 300 million transistors dedicated to processing, and xenos only 252 million transistors )



Now lets look more closely to RSX, sure we don’t know detailed informations which GPU the RSX will be, but we know SUFFICIENT enough informations, at least to make a comparison with XENOS.

We know 3 things about RSX :
1/ Its based on the G70 of NVIDIA, so we wont see radical differences in design, like big difference in the number of pixel or vertex shaders, or how complicated they are.
2/ it will be build on a 90 nm process, running at 550 MHZ ( or it wont differe a lot from this ).
3/ it has been designed to work with CELL, so the RSX use almost the same FLOPS programs language as CELL ( no conversion needed to communicate for efficiency, so each one understand the other ), and the interface to communicate with CELL is flexIO at 35 GB/S.

And for the rumors that the G70 has more than 32 pipelines, and they were disabled by NVIDIA, this is NOT TRUE ! Its impossible, technically or logically.
( I could elaborate on this on this forum, or maybe in part2 of my article)
but now lets concentrate on RSX, it wont be a 32 pipeline GPU, but only 30 or even 28. ( 2 or 4 will be disabled for redundancy a la one SPE of CELL ) and this for sure.

So lets assume there is 30 pipelines on RSX ( 22 pixel pipelines and 8 vertex pipelines )
The 8 vertex pipelines of RSX are as capable as the pipelines of XENOS. But the 24 pixel pipelines are a lot more powerful, also the RSX is 550 MHZ unlike the xenos : 500 MHZ.

So in terms of raw power the RSX is much more powerful ( 1.5 times more powerful ) than xenos.

But Microsoft and ATI claims that XENOS is much more efficient than RSX and that this efficiency make it more powerful ! lets analyse this :
There is a uinified shader architecture on xenos ( each pipeline could do a vertex or a pixel shader )
The benefits are clear : this makes the GPU more flexible and more efficient. WHY ? simply because suppose on RSX you need less than 8 vertex shaders, ( say for example a game needs only 6 vertex shaders ) than you have 2 wasted vertex shaders! Now suppose you need more than 8 vertex shaders, say for example 10, but you have only 8 and you cant use the pixel pipelines in doing vetex shaders. But if you have a unified architecture than you use the GPU more efficiently in distributing workload among pipelines as needed by the scenes of the game.

Its clear that a unified architecture is the future of GPUs. But saying rise some important questions about the real efficiency of the Xenos, because as you know xenos is the first unified shader architecture not only from ATI but in the whole world ! so there is no experience in doing a unified architecture therefore we don’t know if Xenos will really be as efficient as claimed or not ! for example having a unified pipeline rise some problems that didn’t exist on a separated pipeline architecture like : the results from the vertex processing must have sufficient memory on GPU to be placed until it will be used by a free pipeline, than those results must be sent rapidly and efficiently for pixel processing, and since each pipeline could execute only one vertex shader or one pixel shader at the same time, than this is really a big problem because if a result from a vertex shader has no enough memory to be placed, or its not sent rapidly to the adequate free pipeline, than you have just a system that is blocked ! Of course ATI thought very well of those problems, and implemented solutions to them, but how efficient those solutions to those problems are especially for a first attempt at doing unified archictecture well determine how efficient is the new architecture.
Lets assume this new architecture is 100% efficient and no problem mentioned before occure when processing data. Than
we could understand why ATI and MS claim that the unified architecture is more efficient than a separate architecture, but does this make the XENOS more powerful than RSX ? NO




For many reasons :

1/ the raw power of the RSX is 1.5 more than xenos and even if we accept that xenos is more efficient, this only take full effect on some minor special cases, and even if we consider only those cases, the more efficiency just wont make the xenos as powerful as RSX.

2/ video games need a lot more pixel shaders than vertex shaders ( this is obvious because on screen there is a lot more pixels than vertices, also higher rez and quality textures and particles, make far more visual impact than just more polygons or geometry, so developers since the 128 bit generation concentrate less and less on adding polygons on their games ) so this just minimize the gain in efficiency when having unified pipelines.

So to make xbox360 as efficient as possible against PS3 there is a lot of conditions :

1/ the game must need more than 8 vertex shaders ( very complex geometry ) and minimize the need of pixel shaders. ( as I said the RSX is better than xenos in running pixel shaders intensive engines, with little vertex shaders )

2/ the game run at 720P with 2x anti aliasing. ( so no tiling needed, and we have a real total free AA as claimed by MS)

3/ there is no complicated physics, collision detection, partical effects physics, real time calculated animations, complicated simulations, and complicated AI. So the CPU wont be a limit factor for the GPU and wont need a lot of bandwidth, so the free bandwidth could be used by the GPU xenos.

Now lets look at what future games will demand :

1/ complicated physics, AI, animations and simulations.

2/ a lot more complicated pixel shaders.

3/ 1080i and 1080p resolutions with 4x anti aliasing, 8x anisotropic filtering, HOS ( high order surfaces ), 64 bit or even 128 bit HDR( crazy kazunori yamuchi and his team ! we know him ! he implemented 1080i for GT4 on PS2, and he dropped the online at the last minute after years of working on it and this was for me a big shock ! ) , high rez normal mapping, soft self shadowing, advanced motion blur effects…etc.
( the only future effect that is suitable for xenos is displacement mapping, and unfortunately it seems future games wont use a lot of displacement mapping for many reasons…not our subject here )

We clearly see that those conditions decrease the gain of efficiency of xenos against RSX and given 1.5 times more raw power of rsx against xenos, this make the ps3 more capable graphically than xbox360, and clever developers on PS3 could create things just impossible to run on xbox360.


BUT………. The big differences that you will see between xbox360 games and some PS3 games aren’t in graphics…but in other departments of next generation video games…but this is on my PART 2 of the article. ( didn’t finished it , I will also talk on part 2 about disadvantages of ps3…problems with sony and Microsoft strategies…video games industry…etc )
 
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