The Consoles and their CPUs

The CPUs at the heart of these two consoles are very different in architecture approach, despite sharing some common parts.  The Xbox 360’s CPU, codenamed Xenon, takes a general purpose approach to microprocessor design and implements three general purpose PowerPC cores, meaning they can execute any type of code and will do it relatively well.

The PlayStation 3’s CPU, the Cell processor, pairs a general purpose PowerPC Processing Element (PPE, very similar to one core from Xenon) with 7 working Synergistic Processing Elements (SPEs) that are more specialized hardware designed to execute certain types of code. 

So the comparison between Xenon and Cell really boils down to a comparison between a general purpose microprocessor, and a hybrid of general purpose and specialized hardware. 

Despite what many have said, there is support for Sony’s approach with Cell.  We have discussed, in great detail, the architecture of the Cell processor already but there is industry support for a general purpose + specialized hardware CPU design.  Take note of the following slide from Intel’s Platform 2015 vision for their CPUs by the year 2015:

 

The use of one or two large general purpose cores combined with specialized hardware and multiple other smaller cores is in Intel’s roadmap for the future, despite their harsh criticism of the Cell processor.  The difference is that Cell appears to be far too early for its time.  By 2015 CPUs may be manufactured on as small as a 32nm process, significantly smaller than today’s 90nm process, meaning that a lot more hardware can be packed into the same amount of space.  In going with a very forward-looking design, the Cell processor architects inevitably had to make sacrifices to deal with the fact that the chip they wanted to design is years ahead of its time for use in general computation.

Index Introducing the Xbox 360’s Xenon CPU
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  • jotch - Friday, June 24, 2005 - link

    #20 well that can't be right for the whole consumer base, as I'm 24 and only know other adults that have consoles and alot of them have flashy tv's for them as well, I do. I think if you look at the market for consoles it is mainly teens and adults that have consoles - not kids. Alot of people I know started with a NES or an Atari 2500, etc and have continued to like games as they have grown up. Why is it that the best selling game has an 18 rating?? (GTA: San Andreas)

    The burning of the screen would be minimal unless you have a game paused for hours and the tv left on - TV technology is moving on and they often turn themselves off if a static image is displayed for an amount of time. So burning shouldn't occur.
  • nserra - Friday, June 24, 2005 - link

    All the people that i know having consoles is kids (80%), and their parents have bought an TV just for the console, an 70€ TV.....

    Who is the parent that will let kids on an LCD or PLASMA (3000€) to play games (burn them).

    Or there will be good 480i "compatibility" in games, or forget it....

    #17 I agree.
  • fitten - Friday, June 24, 2005 - link

    #14 There are a number of issues being discussed.

    For example, given the nature of current AI code, making that code parallel (as in more than one thread executing AI code working together) seems non-trivial. Data dependencies and the very branch heavy code making data dependencies less predictable probably cause headaches here. Sure, one could probably take the simple approach and say one thread for AI, one for physics, one for blah but that has already been discussed by numerous people as a possibility.

    Parallel code comes in many flavors. The parallelism in the graphics card, for instance, is sometimes classified as "embarassingly parallel" which means it's trivial to do. Then there are pipelines (dataflow) which CPUs and GPUs also use. These are usually fairly easy too because the data partitioning is pretty easy. You break out a thread for each overall task that you want to do. You want to do OpA on the data, then OpB, then OpC. All OpB depends on is the output data of OpA and OpC just depends on OpB's final product. Three threads, each one doing an Op on the output of the previous.

    Then there are codes that are quite a bit more complex where, for example, there are numerous threads that all execute on parts of the whole data instead of all of it at once but the solution they are solving for requires many iterations on the data and at the end of each iteration, all the threads exchange data with each other (or just their 'neighbors') so that the next iteration can be performed. These are a bit more work to develop.

    Anyway, I got long-winded anyway. Basically... there are *many* kinds of parallelism and many kinds of algorithms and implementations of parallelism. Some are low hanging fruit and some are non-trivial. Since I've already read that numerous developers for each platform already see low hanging fruit (run one thread for AI, another for physics, etc.) I can only believe they are talking about things that are non-trivial, such as a multithreaded AI engine, for example (again, as opposed to just breaking out the AI engine into one thread seperate from the rest of game play).
  • probedb - Friday, June 24, 2005 - link

    Nice article! I'll wait till they're both out and have a play before I buy either. Last console I bought was an original PlayStation :) But gotta love that hi-def loveliness at last!

    #3 yeah 1080i is interlaced and at such a high res and low refresh the text is really difficult to read, it'd be far better at 1080p I think since that would effectively be the same as 1920x1080 on a normal monitor. 1080i is flickery as hell for me for desktop use but fine for any video and media centre type interfaces on the PC.
  • A5 - Friday, June 24, 2005 - link

    You know, the vast majority of the TVs these systems will be hooked up to will only do 480i (standard TV)...
  • jotch - Friday, June 24, 2005 - link

    #14 - here here!
  • jotch - Friday, June 24, 2005 - link

    #10 - sounds to me like they're way ahead of they're time, future-proofing is good as they'll need another 6 years to develop the PS4 - but the Cell and Xenon will force developers to change their ways and will prepare them for the future of developing on PC's that eventually have this kind of CPU chip design (ref intel's chip design future pic on the first page of the article), like the article says the initial round of games will be single threaded etc etc...

    You might get alot of mediocre games but then you should get ones that really shine bright on the PS3, noticeably Unreal 3 and I bet the Gran Turismo (polyphony) guys will put in the effort.
  • Pannenkoek - Friday, June 24, 2005 - link

    I'm quite tired of hearing how difficult it is to develop a multithreaded game. Only pathetic programmers can not grasp the concept of parallel code execution, it's not as if the current CPU/GPU duality does not qualify as one.
  • knitecrow - Friday, June 24, 2005 - link

    you'll need HDD for online service and MMOP

    how many people are going to buy a $100 HDD if they don't have to?
  • LanceVance - Friday, June 24, 2005 - link

    "the PS3 won’t ship with a hard drive"

    If that's true, then will it be like:

    - PS2 Memory Card; non-included but standard equipment required by all games.
    - PS2 Hard Drive; non-included and considered exotic unusual equipment and used by very few games.

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