[HN Gopher] AMD CEO Lisa Su reminisces about designing the PS3's...
       ___________________________________________________________________
        
       AMD CEO Lisa Su reminisces about designing the PS3's infamous Cell
       processor
        
       Author : rbanffy
       Score  : 221 points
       Date   : 2024-06-13 15:31 UTC (7 hours ago)
        
 (HTM) web link (www.tomshardware.com)
 (TXT) w3m dump (www.tomshardware.com)
        
       | tithe wrote:
       | Peter Hofstee (one of the chief architects of Cell) gave a talk
       | at UT Austin around 2008.
       | 
       | At the time, UT was building TRIPS[0], a processor capable of > 1
       | teraflop / sec.
       | 
       | In the middle of his talk (with several TRIPS members present),
       | he made an off-hand remark "I think I could build a petaflop
       | processer...without too much trouble,"* which caused a small stir
       | in the audience!
       | 
       | [0] https://www.cs.utexas.edu/users/cart/trips/
       | 
       | * I might be misremembering the exact quote, but this was the
       | gist of it.
        
         | lhl wrote:
         | Perhaps relevant to the story, he was also on the team that
         | delivered the first petaflop supercomputer (the most powerful
         | supercomputer at the time) around that same time frame (it was
         | around 24K processors):
         | 
         | Roadrunner is a 1.38 Pflop/s-peak (double precision) hybrid-
         | architecture supercomputer developed by LANL and IBM. It
         | contains 12,240 IBM PowerXCell 8i processors and 12,240 AMD
         | Opteron cores in 3,060 compute nodes. Roadrunner is the first
         | supercomputer to run Linpack at a sustained speed in excess of
         | 1 Pflop/s.
         | 
         | https://dl.acm.org/doi/10.5555/1413370.1413372
         | 
         | https://en.wikipedia.org/wiki/Roadrunner_(supercomputer)
        
           | bbatha wrote:
           | What a pain in the ass machine that was to write code for.
           | You had 3 different processors to manage with 3 different
           | architectures and all of the challenges the game dev
           | community had with keeping the SPEs hot. But the SPEs were
           | not enough to solely rely on for number crunching performance
           | unlike today's GPU compute machines, so you also needed to do
           | number crunching on the opterons and the main cell core for
           | optimal performance unlike with a GPU where the CPU is mostly
           | just keeping the GPU memory full. Then to make matters worse
           | the cell had a different endianess than x86 making shared
           | memory very annoying to work with.
        
             | sillywalk wrote:
             | I'm curious if you've ever heard of or used CellFS[0] ,
             | which was supposed to simplify programming for Cell?
             | 
             | [0] https://www.osti.gov/servlets/purl/1000498
        
               | bbatha wrote:
               | Haven't heard of it. Internal communication was not a
               | strong suit at LANL... You also had a ton of different
               | teams who all got access to the hardware at roughly the
               | same time and were shotgunning different approaches and
               | coalescing on the better libraries wasn't really a
               | priority at the beginning of roadrunner when I was there.
               | LANL didn't really have project management at the code
               | base level to direct people to upgrade stuff like that,
               | its mostly independent researchers pulling the code bases
               | in different directions. Most of those researchers were
               | physicists in my world and didn't really care about the
               | "engineering" of software, just that their code ran fast
               | and correct enough to get to the next deadline. Then
               | there is a small core of more computer science
               | researchers who did projects like this. If they were
               | successful enough they'd attempt to integrate it into the
               | mainline codes. But their incentives generally were to
               | publish papers about super computer code like this, not
               | necessarily to integrate it into the mainline codes. So
               | often getting something like this in the codes was giving
               | a talk and hoping a physicist would see it and need the
               | extra performance for their needs.
               | 
               | I was not running codes that would utilize even a small
               | fraction of roadrunner so my projects quickly moved to
               | the GPU based test beds for the next gen computer so I
               | didn't get to see these research coalesce. My
               | understanding from people who stayed on roadrunner is
               | that for the most part people didn't adopt too much
               | fanciness for roadrunner as the rewrites were too deep
               | and GPUs were on the horizon. There was a lot of vision
               | about making generic heterogeneous compute frameworks but
               | too my knowledge they didn't pan out and just writing
               | against CUDA, OpenMP, and MPI won the day.
        
         | wmf wrote:
         | FLOPS are easy; programming is hard. Cell was the wrong
         | direction and TRIPS/TFlex hasn't happened either.
        
       | peutetre wrote:
       | > _The PlayStation 3 pretty much lost the generation handily to
       | Nintendo 's cheap, casual-friendly Wii and Microsoft's less
       | powerful but easier Xbox 360._
       | 
       | No it didn't. The PlayStation 3 outsold the Xbox 360. Have a look
       | at the 7th generation charts on VGChartz:
       | 
       | https://www.vgchartz.com/
       | 
       | It's true the Wii sold the most.
       | 
       | The 8th generation didn't go well for Nintendo. The Wii U was a
       | flop. But they're back on top with the Switch.
        
         | EcommerceFlow wrote:
         | You're talking about an extremely end of cycle resurgence. For
         | the vast majority of the lifecycle, the 360 outsold the PS3 and
         | had better compatibility with multiplatform games.
        
           | nixass wrote:
           | PS3 ended up selling more than double what Xbox was sold
           | "only because of extreme end of cycle resurgence"? Cmon
           | 
           | It's true the devs have become more comfortable develeoping
           | games as the console matured but that's about it.
           | 
           | Xbox was always flop comparing to PS
        
             | busterarm wrote:
             | Where do you get "more than double" from? Are you looking
             | at the current generation or the PS4/XONE generation?
             | 
             | For PS3 vs 360, the PS3 sold 87.40M units to the 360's
             | 85.73M.
        
             | merb wrote:
             | PS3 sold more because of blue ray support, but in the games
             | compartment they were basically on par
        
             | app13 wrote:
             | They're right. Toward the EOL the PS3 had a big resurgence
             | as THE console of South America and Southeast Asia due to
             | highly available used games, console jailbreaks etc. and of
             | course FIFA.
        
               | kd913 wrote:
               | Isn't that kind of the ideal cycle though? From what I
               | recall, consoles operate on the gilette model, ie the
               | console is sold at a loss and games are the breadwinner.
               | 
               | In this case, better to reduce early sales which are sold
               | at a loss (production being expensive, significant R&D,
               | scale being low), maximise at the end of the life when i
               | assume they are maximising profits per console due to
               | scale and R&D already being covered.
        
               | crazygringo wrote:
               | Consoles haven't been sold at a loss for a long time.
               | They're not the Gillette model at all, though a lot of
               | people still think they are.
               | 
               | So, no -- it is never better to reduce early sales. You
               | want to sell as many units as possible, as many games as
               | possible, as many accessories as possible, as soon as
               | possible.
               | 
               | (Also, as the same console does becomes cheaper to
               | manufacture over the years, the price tends to go down as
               | well.)
        
             | causality0 wrote:
             | It's not double, it's 87.4 million units vs 86 million
             | units. And he's right about multiplatform games. I can't
             | think of any games that ran better on the PS3 than the 360,
             | and a lot that ran better on the 360 than the PS3.
        
             | ErneX wrote:
             | PS3 did not sell double the 360, they sold almost the same
             | amount of units.
        
           | peutetre wrote:
           | Nope. The Xbox 360 launched in November of 2005. The
           | PlayStation 3 launched in November of 2006.
           | 
           | The PS3 started outselling the Xbox 360 for the year in 2007
           | and kept steadily gaining on the Xbox in total sales for the
           | generation until it overtook it.
           | 
           | Xbox's one year head start kept it level with the PlayStation
           | 3 for quite a while but it lost out in the end.
           | 
           | Look at the global yearly sales figures on VGChartz. From
           | 2007 the PS3 outsold the Xbox 360 every year except for 2008:
           | 
           | https://www.vgchartz.com/yearly/
        
             | snakeyjake wrote:
             | I think a lot of people bought the PS3 as a bluray player.
             | 
             | The charts you link to show game sales that lag way behind
             | the xbox. For example Skyrim sold 2.6 million in 2011 on
             | the xbox and only a million on the ps3.
             | 
             | I only say this because I got my ps3 for free with the
             | purchase of a Sony television at a Sony store (remember
             | those?) in late 2009 and never purchased more than a bare
             | handful of games which I almost never played.
             | 
             | After the cost-reduced redesign in 2009 Sony gave away a
             | free ps3 with every television purchase in Sony stores for
             | almost an entire year.
             | 
             | Skyrim was one the games I bought and it was so buggy, even
             | for Bethesda, on the ps3 due to ram limitations (I've read)
             | that I purchased it again for pc.
             | 
             | Used my ps3 to watch a ton of blurays and Netflix, though.
             | My ps3 was, and based on those yearly charts a lot of other
             | peoples' ps3s were also, extremely powerful streaming boxes
             | and I only retired mine when I upgraded to a 4k tv and got
             | an appletv 4k.
        
               | tuna74 wrote:
               | "The charts you link to show game sales that lag way
               | behind the xbox. For example Skyrim sold 2.6 million in
               | 2011 on the xbox and only a million on the ps3."
               | 
               | As you write later, Skyrim sucked on PS3 (like other
               | multiplatform games like Bayonetta). It is not strange
               | that it sold much less since it was a much worser game on
               | the PS3.
        
               | peutetre wrote:
               | > _For example Skyrim sold 2.6 million in 2011 on the
               | xbox and only a million on the ps3._
               | 
               | You have to consider total software sales, not individual
               | titles. And for the PS3 you have to consider its impact
               | on blu-ray movie sales (which aren't in those charts).
               | 
               | Blu-ray also launched in 2006 and the PS3 was one of the
               | most useful players available because it could do more
               | than just play movies.
        
         | tokai wrote:
         | Its wild that we are almost 20 years on, and consolewar posting
         | about which is bigger/best is still going on.
        
           | Rinzler89 wrote:
           | Hey as long as the PC is still king, let them fight over the
           | consoles :D
        
         | bee_rider wrote:
         | Nintendo is practically in a different market anyway. People
         | who want a Nintendo console are mostly looking for Nintendo's
         | first-party characters. Lumping them in with Xbox and
         | PlayStation is like combining Barbie and GI Joe under "dolls."
         | Technically correct but not very descriptive.
         | 
         | Snark: Nintendo's market is kids, people with kids, and people
         | who were previously kids. Xbox and PlayStation are fighting
         | over the market of people who'd be better served by a PC but
         | don't want to deal with all that. /Snark
        
           | SahAssar wrote:
           | > kids, people with kids, and people who were previously kids
           | 
           | Who is not included in that? Toddlers?
        
             | TillE wrote:
             | Implicitly, people who are too old (or too European) to
             | have grown up with an NES.
             | 
             | But yeah, I 100% agree that the overwhelming draw of
             | Nintendo consoles is their exclusives, so it's mostly
             | orthogonal to Xbox/PS/PC. If you want to play Mario or
             | Zelda or Pokemon or Fire Emblem, you've got one choice. The
             | common idea that the Steam Deck is competing with the
             | Switch is almost entirely wrong.
        
               | SahAssar wrote:
               | The comment doesn't mention anything about the
               | "previously kids" growing up with nintendo.
        
             | bee_rider wrote:
             | It includes everybody, that's why they sell so many
             | consoles!
        
           | r00fus wrote:
           | > and people who were previously kids.
           | 
           | That's a pretty damn large market (= all adults). I think you
           | meant to say "people who were previously kids playing
           | Nintendo"
        
             | bee_rider wrote:
             | I'd hoped given the snark tags that that bit would be taken
             | as a bit tongue in cheek.
        
           | Clamchop wrote:
           | I don't disagree that Nintendo appeals to a market that the
           | others don't, and vice versa, but I'd be surprised if there
           | wasn't a significant number of people who will reliably buy a
           | game console, but won't buy two consoles.
           | 
           | That is to say, I still think there's significant competition
           | for sales.
           | 
           | And if Nintendo didn't exist, it would be easier for Sony and
           | Microsoft to take in the market for cute, whimsical, child-
           | friendly, instead of having to distinguish themselves by
           | being the more serious or more powerful option.
           | 
           | And handhelds; Nintendo has more or less stolen that entire
           | segment, Steam Deck still being relatively niche and PS
           | Portal being a different kind of thing. Sony's handheld
           | ambitions are moribund and not for lack of trying.
        
             | vel0city wrote:
             | The target market for Xbox/PlayStation are the kind of
             | gamers that play games like Call of Duty, Gran
             | Turismo/Forza, Elden Ring/Dark Souls/The Witcher, or
             | FIFA/Madden/NBA2k.
             | 
             | The target market for the Switch are people who play Animal
             | Crossing, Super Mario Galaxy, and Zelda games.
             | 
             | There's some amount of crossover there, but there's also a
             | large amount of separation in those markets. I know lots of
             | people who play a ton of Animal Crossing and Zelda but
             | would never want to play something like Borderlands or CoD
             | or Darksouls.
        
               | Clamchop wrote:
               | Don't disagree with that, but I disagree that the
               | conclusion to be made from it is that there's no
               | significant competition.
               | 
               | Put another way, if Nintendo had a Sega-like market
               | failure, then Sony and Microsoft would be the heirs
               | apparent to the kingdom of cute. I'm sure they'd savor
               | the opportunity. Do you think they wouldn't take these
               | customers right now if they could?
               | 
               | And again, there's going to be a class of customers that
               | could go either way but won't buy into two or more
               | consoles, because they're expensive. They are directly
               | competing for them.
        
               | vel0city wrote:
               | I'm sure they'd savor the opportunity, but I don't know
               | if they'd really be incredibly successful and picking
               | most of those Nintendo-only gamers if Nintendo just
               | disappeared. I imagine a good chunk of those people who
               | bought a Switch almost exclusively for Animal Crossing
               | would end up just becoming a mobile phone/tablet gamer
               | instead of making the jump to Xbox/PlayStation.
               | 
               | But hey, the future is unknown, and my crystal ball is on
               | the charger at the moment.
               | 
               | And there's gamers like myself, who mostly play games on
               | PC but still have a Switch because while I can play a lot
               | of those console games on my PC there's no offical way to
               | play Zelda or Mario or the wide range of Nintendo first-
               | party titles on PC. I think if Nintendo had a SEGA level
               | implosion and started only being a publisher, whichever
               | platforms Nintendo publishes for would become the heir to
               | those consumers. I know that would be the case for me.
               | 
               | Assuming Nintendo steps away from the hardware biz, would
               | they publish games exclusively to one console? Would they
               | just start making mobile games? Would they sell on all
               | consoles and PCs? -\\_(tsu)_/-
        
       | dehrmann wrote:
       | > but SMT wouldn't emerge until 2002
       | 
       | I think they're counting P4 hyperthreading, but I remember dual-
       | CPU Pentium II boards.
        
         | buildbot wrote:
         | IBM had SMT in 1968 -
         | https://people.computing.clemson.edu/~mark/multithreading.ht...
        
           | trynumber9 wrote:
           | I am not following. The page says it was investigated but not
           | done.
        
             | buildbot wrote:
             | It was done - ACS-1: https://en.wikipedia.org/wiki/IBM_Adva
             | nced_Computer_Systems_...
        
         | wtallis wrote:
         | SMT isn't SMP.
        
         | adrian_b wrote:
         | SMT (including that branded as Intel HTT) is something very
         | different from multiprocessors, like the dual-CPU boards.
         | 
         | The concept of multiprocessors was already well understood
         | around 1963, i.e. the multiplication of the performance of a
         | computer by the multiplication of the CPU hardware.
         | 
         | On the other hand, the purpose of SMT is to enhance the
         | throughput of a computer by ensuring that the existing
         | execution units do not stay idle, by executing instructions
         | from multiple program threads in order to keep them busy.
         | 
         | The modern use of SMT has been started by a research paper
         | published in 1992, as a proposed improvement to the superscalar
         | out-of-order CPUs already popularized by IBM POWER, but the
         | name SMT (simultaneous multi-threading) has been coined only
         | later, in 1997 (in the IEEE Micro from September/October 1997).
         | 
         | IBM had already used SMT in the experimental Advanced Computer
         | System in 1968 (and they have filed for SMT patents in 1971: US
         | 3,728,692 & US 3,771,138), but that project has been canceled
         | and its superior architecture has been mostly forgotten for
         | several decades.
         | 
         | CPUs that could execute instructions from multiple program
         | threads, but not during the same clock cycle, like in SMT
         | (hence the "simultaneous" of SMT), are older than the IBM ACS,
         | for instance such a processor with fine-grained multi-threading
         | was the peripheral processor of CDC 6600 (in 1963). SMT can
         | exist only in superscalar CPUs, because only there multiple
         | instructions are initiated in the same clock cycle.
        
       | buildbot wrote:
       | Oh wow, I did not know Lisa Su had a hand in designing Cell -
       | that's really cool. In some ways the Cell architecture was very
       | ahead of its time - if you look at it a bit funny, the PPE/SPE
       | map to something like todays grace/hopper - big branchy core to
       | orchestrate smaller but more numerous vector cores.
       | 
       | Made designing/porting games a massive headache though because
       | nothing else was like it.
        
         | Rinzler89 wrote:
         | Correction: Cell was ahead of it's time when they started
         | drafting the concept for it in mid-2000 and the most powerful
         | consumer CPU at the time was the Pentium 3, but by the time it
         | launched on the market in 2005, X86_64 was the new undisputed
         | king of CPU performance and ARM in mobile lower power sectors,
         | with ATI and Nvidia leading the GPU race, leaving the Cell
         | processor as an overpriced paperweight that was a jack of all
         | trades, master of none and difficult to program to boot, and
         | the new market had no use for such a thing.
         | 
         | I think neither Sony nor anyone else expected the consumer CPU
         | and GPU industry to evolve so quickly in that time, otherwise
         | they would not have spent hundreds of millions developing anew
         | architecture from scratch. Intel also made the same mistake
         | back then when they tried to reinvent the industry with the new
         | Itanium CPU architecture. Hindsight 20/20.
         | 
         | Those years were indeed wild for tech progress. You bought a
         | new CPU, suddenly two years later you have 64 bit CPUs as the
         | new thing. You then bought a 64 bit CPU to be like the cool
         | kids and suddenly dual core CPUs are all the rage.
        
           | scrlk wrote:
           | IIRC, the original PS3 design was rumoured to have dual Cell
           | processors. It didn't meet performance targets, so the Nvidia
           | GPU was wedged in quite late on in the development cycle.
        
             | Rinzler89 wrote:
             | I think the story was a bit different. Sony had envisioned
             | the the final Cell chip to be more powerful than what they
             | launched (4 PPEs and 32 SPEs @ 4GHz versus 1 PPE and 8 SPEs
             | @ 3.2GHz) and they though that would be enough to render
             | graphics with it like they did on the PS2, and only
             | realized later in development that it won't be enough so
             | they went to Nvidia and asked for a discrete GPU.
        
               | jandrese wrote:
               | Also, I think game developers balked at having to
               | implement their own GPU in a hard-to-program unique
               | architecture.
               | 
               | I wonder how many PS3 games ignored the Cell processor
               | and just developed for the CPU and GPU?
        
               | monocasa wrote:
               | > Also, I think game developers balked at having to
               | implement their own GPU in a hard-to-program unique
               | architecture.
               | 
               | It would have been a library.
               | 
               | > I wonder how many PS3 games ignored the Cell processor
               | and just developed for the CPU and GPU?
               | 
               | Essentially none.
        
               | ozarker wrote:
               | I think I heard the games Valve published for PS3 didn't
               | really use the cell stuff
        
               | MBCook wrote:
               | At lot of early games were something like that. They'd
               | mostly ignore it or maybe use one SPU or shove tasks on
               | them that really didn't take advantage of their power at
               | all. Just leaving a lot of performance untouched.
        
               | monocasa wrote:
               | They absolutely did. The PPEs were far too anemic to run
               | anything like halflife on their own.
               | 
               | Gabe Newell famously sounded off about how useless it was
               | and wouldn't transfer to any other hardware, but he ended
               | up being wrong. The architectural model forced on you by
               | the SPEs is the model that the industry (not just games
               | but any compute intensive work) has embraced for the
               | heavy multicore but coherent system world.
               | 
               | Rather than the "thread per vague activity" model, we've
               | embraced a one thread per core with a work stealing
               | scheduler walking a DAG of chunked compute tasks.
               | 
               | For a modern view of this, this is exactly how Rust's
               | rayon library works.
               | 
               | The whole thing reminds me of a lot of the complaints
               | about the N64, a lot of which ended up being the fact
               | that DRAM was no longer a single cycle away like it was
               | for the SNES. Yes cache conscious code is more difficult
               | to write, but that memory hierarchy architecture was more
               | a harbinger of the new world rather than a one off
               | weirdness of a single console.
        
               | sillywalk wrote:
               | There's an interesting book called _The Race for a New
               | Game Machine: Creating the Chips Inside the XBox 360 and
               | the Playstation 3_ by David Shippy and Mickie Phipps on
               | the development of the Cell processor.
               | 
               | I can't recall if if had all the details regarding adding
               | a GPU to the PS3, but I remember it had stories about the
               | awkwardness of having the IBM Cell team also working on
               | Microsoft's Xenon CPU for the 360, which IIRC used
               | modified Cell PPE cores.
        
               | fredoralive wrote:
               | AIUI it's basically that the plan was similar to the PS2,
               | where you have a "smart" CPU (Emotion Engine / Cell) and
               | a "dumb" rasteriser (Graphic Synthesiser on PS2), with
               | the Cell SPEs taking the role of the vector units on the
               | EE for things like transform + lighting. But the
               | rasteriser chip project failed.
               | 
               | Then they tried the 2 Cells and software rendering
               | approach, to try and keep it as an "in house" solution.
               | 
               | Finally they went to Nvidia and we got the final Cell +
               | RSX solution.
        
           | monocasa wrote:
           | Eh, the Cell would have been a fantastic processor if it
           | weren't for hitting the end of dennard scaling like a brick
           | wall.
           | 
           | In the design phase they were expecting almost 5ghz at
           | launch, and to hit around 10ghz at the end of the product
           | lifecycle. When the process guys came back later to let the
           | architects know the reality we've sort of now all
           | internalized (high end consumer electronics can expect ~3ghz
           | with good cooling solutions) a lot of simple but fast
           | pipeline designs stopped making sense. These are the exact
           | same pressures that killed off the Netburst architecture too,
           | making intel go back to a PIII design and make it smarter
           | rather than clock markedly faster.
        
             | wmf wrote:
             | Nah, SPEs are a bad idea at any frequency.
        
               | monocasa wrote:
               | What specifically about them?
        
               | wmf wrote:
               | Mostly not having caches.
        
               | bobmcnamara wrote:
               | The TCMs were cool. But unless your work fits that...
        
           | foobarian wrote:
           | Those years were amazing because every new console generation
           | had a wildly different artisanal design. NES to SNES to N64
           | to Switch, Jaguar, Sega, PS to PS2 to PS3, Xbox... and then
           | at some point they all turned into disguised PCs.
        
             | dtech wrote:
             | Up until the early 00's specially designed components could
             | get more performance/$.
             | 
             | Now it's impossible to beat commodity SoCs on that front.
        
               | 0xcde4c3db wrote:
               | The arcade industry also went through a couple waves of
               | that, with one major shift to console-based hardware in
               | the mid-90s and another to PC-based hardware in the
               | mid-2000s. Namco made a PS3-based system board (System
               | 357, notably the original platform for Tekken 6), but I'm
               | not sure if anyone else did.
        
       | Der_Einzige wrote:
       | There were memes circa this time on places like 4chan about "the
       | power of the cell" and implying that it was capable of doing
       | anything. Sony marketing about how good this chip was circa
       | 2005-7 was strong.
        
         | scrlk wrote:
         | The power of the Cell bought us real time rendering of Giant
         | Enemy Crabs, as well as real time weapon changes. All for 599
         | US dollars!
        
         | toast0 wrote:
         | It's a shame they didn't license blast processing.
        
         | jeroenhd wrote:
         | The cell processor was pretty good at some calculations.
         | Unfortunately, it wasn't great for writing video games and
         | neither was the tooling.
         | 
         | I recall various news stories about governments buying up PS3s
         | because they could be used for cheap and effective computation
         | at scale.
        
         | astrange wrote:
         | Outnumbered by "the PS3 has no games" memes though.
         | 
         | https://knowyourmeme.com/memes/playstation-has-no-games/phot...
        
       | magicalhippo wrote:
       | Had a heterogeneous programming class, where we had to implement
       | various things on the PS3, like a basic MPEG-ish encoder and
       | such.
       | 
       | Was an interesting experience, though all I remember now is how
       | it required careful exploitation of the vector units in the SPEs
       | to get any decent performance out of it, and how annoying it was
       | to synchronize between the SPEs and the PPE.
       | 
       | For each assignment the prof would include a benchmark, so we
       | could compare the performance in class. Was a huge difference
       | between the students that spent time optimizing and those which
       | did a basic implementation.
        
         | Waterluvian wrote:
         | I'm super curious what program/course was set up with
         | developer/jailbroken PS3s to use as lab material. Was this
         | specifically about game/console dev?
        
           | selykg wrote:
           | I believe the PS3 had an option to install Linux on it at
           | some point. No? That would've made it a neat option for
           | classes like this.
        
             | pjmlp wrote:
             | Yes, it was called OtherOS.
        
             | Waterluvian wrote:
             | Oh right... I think somewhere around 1st gen they were cool
             | with that. But didn't they end up getting killed in the
             | market because they had to sell it for less than _Five
             | Hundred and Ninety Nine U.S. Dollars_ , effectively at a
             | loss, and people were making compute centres out of them?
             | 
             | I think a later gen locked it right down.
        
               | pclmulqdq wrote:
               | Reportedly the US government had no problem paying $599
               | per PS3 to build ML/AI supercomputers out of them.
        
               | scott_s wrote:
               | Any source on that? It sounds unlikely to me. There was a
               | supercomputer that IBM built for Los Alamos that used the
               | Cell processor: https://en.m.wikipedia.org/wiki/Roadrunne
               | r_(supercomputer)
        
               | brianleb wrote:
               | Probably referring to:
               | 
               | https://phys.org/news/2010-12-air-
               | playstation-3s-supercomput...
               | 
               | >>About the 33rd largest supercomputer in the world right
               | now is the US Air Force Research Laboratory's (AFRL)
               | newest system, which has a core made of 1,760 Sony
               | PlayStation 3 (PS3) consoles. In addition to its large
               | capacity, the so-called "Condor Cluster" is capable of
               | performing 500 trillion floating point operations per
               | second (TFLOPS), making it the fastest interactive
               | computer in the entire US Defense Department.
               | 
               | >>It will be used by Air Force centers across the country
               | for tasks such as radar enhancement, pattern recognition,
               | satellite imagery processing, and artificial intelligence
               | research.
        
               | xattt wrote:
               | OtherOS was a way for Sony to work around higher tarifs.
               | General computing devices (enabled by OtherOS) had a
               | lower schedule than consoles.
               | 
               | It was retroactively removed when people started getting
               | close to enabling full GPU access. This was previously
               | crippled under OtherOS to prevent games developed without
               | the PS3 SDK.
        
               | magicalhippo wrote:
               | Ah interesting. I do recall we never utilized the GPUs on
               | them, just the Cell.
        
               | chaorace wrote:
               | Rumor has it that Sony axed OtherOS in response to Geohot
               | using it to exploit & compromise the PS3 hypervisor.
        
               | MadnessASAP wrote:
               | If I recall correctly that was a stated fact. OtherOS was
               | removed due to "security vulnerabilities".
        
               | trelane wrote:
               | Yes: https://blog.playstation.com/archive/2010/03/29/ps3-
               | firmware...
               | 
               | (From wikipedia references)
        
               | gamepsys wrote:
               | For the most part the cluster of PS3s supercomputer was a
               | myth used to hype up how powerful the PS3 was. The amount
               | of RAM per compute was so low that it limited the type of
               | workloads it was good at. Then server CPUs became more
               | powerful as the PS3 processor stayed the same.
               | 
               | However PS3 clusters did find niche success as a super
               | computer. There are a handful of notable examples. The
               | fastest one ever built was by the US Airforce, consisted
               | of 1,760 PS3s, and was the 33rd fastest super computer at
               | the time. It was used for satellite image processing.
        
               | throwaway48476 wrote:
               | There was a time when supercomputers had no GPUs.
               | Nowadays the top list is all GPu accelerators.
        
               | frou_dh wrote:
               | When I was paying attention during the 90s and 2000s I
               | remember this being the hype in magazines / on the web
               | for pretty much EVERY upcoming console. Namely that it
               | was so outrageously powerful that it might be considered
               | a supercomputer in its own right. Needless to say, I was
               | hyped up and obsessing about them myself.
        
               | krs_ wrote:
               | Let's not forget the Japanese government applying export
               | restrictions on the PS2 because it might be powerful
               | enough to be used for military purposes [1]. It even went
               | so far as claims that Iraq ordered a bunch of them for
               | that purpose [2]. That's some serious hype marketing
               | haha.
               | 
               | [1] http://news.bbc.co.uk/2/hi/asia-pacific/716237.stm
               | 
               | [2] https://www.theregister.com/2000/12/19/iraq_buys_4000
               | _playst...
        
               | Arrath wrote:
               | I always thought it was a bit odd that we went from
               | super-compute clusters built out of PS3 to the PS4/Xbone
               | generation consoles being meh-grade laptop chips in a
               | fancy case.
        
               | ethbr1 wrote:
               | It's the performance vs programmability tradeoff.
               | 
               | The article references it.
               | 
               | As one goes back in console history, the performance to
               | achieve contemporarily visually-stunning results required
               | exotic architectures + hand-tuned code.
               | 
               | Over time, state of the art PC + GPU hardware improved,
               | to the point there wasn't a functional difference vs
               | exotic architectures. Additionally, the _cost_ of
               | developing leading-edge custom architectures exploded.
               | 
               | Microsoft really pushed this with the original "PC in a
               | box" XBox, but you saw the console OEMs outsource
               | increasing parts of their chip solutions after that.
               | 
               | Why keep / buy entire chip design teams, when AMD will do
               | it for you?
               | 
               | Especially if the performance difference is negligible.
        
               | sillywalk wrote:
               | The article also references the cost of developing a AAA
               | "HD" title is so high that it pretty much needs to be
               | released on multiple platforms to be profitable.
        
             | scott_s wrote:
             | Yes. My research lab in grad school had a cluster of 24
             | PS3s. The back of that rack was _hot_.
        
               | htrp wrote:
               | Please tell me you guys called it "SuperCELL"
        
             | ben7799 wrote:
             | I was out of school for quite a bit by the time the PS3
             | came out but I remember installing linux on mine and being
             | pretty excited to program on it.
             | 
             | I did a little bit, but it ended up being a super PITA
             | because I didn't want to put my PS3 on my desk and give up
             | playing games on it on my TV.
             | 
             | Because I wanted to keep it with my TV I had tried to use
             | it with Bluetooth KB/Mouse so I could use it from the
             | couch.
             | 
             | And well typical Linux you always end up spending time on
             | the most mundane thing. Bluetooth on the PS3 in Linux at
             | that time didn't seem to work right.
             | 
             | That to me is like peak Linux right there. At some point I
             | had said to myself "I wanted to play with the cell and
             | instead I'm working on Bluetooth" and I lost interest cause
             | of course I had real work too. Then eventually Sony
             | disabled the whole thing.
        
           | magicalhippo wrote:
           | They had Linux on them. Don't think I ever saw them, just had
           | network access.
        
           | mywittyname wrote:
           | Not OP, but we had PS3s at school as well. Early units ran
           | linux. It was sandboxed to a degree in order to prevent it
           | from being used for software piracy. OP's project was cool,
           | ours was basically implementing PCA on one.
           | 
           | I got the impression that Sony encouraged this use of the
           | console early on. They were probably aiming to establish
           | themselves in the scientific computing niche. We also had
           | nvidia-sponsored labs where they taught CUDA (or at least
           | tried to - it was pretty difficult to do without support and
           | most people took the class for access to computer labs
           | equipped with amazing gaming machines). We all know nvidia
           | won that war.
        
         | skavi wrote:
         | that sounds like a super fun class. wonder if it's still
         | offered?
        
           | magicalhippo wrote:
           | Seems like they still do[1], though I doubt the PS3 is still
           | in the mix.
           | 
           | Though from the published material for 2024 it seems not to
           | have changed too much in principle, eg the codec63 I recall
           | implementing parts for.
           | 
           | edit: oh and yes, one of the highlights of my degree.
           | 
           | [1]:
           | https://www.uio.no/studier/emner/matnat/ifi/IN5050/index-
           | eng...
        
           | crote wrote:
           | The Program Optimization course I followed did something
           | similar with regular CPUs / GPUs. It started out as "don't do
           | stupid things", but it quickly went into SoA vs AoS, via
           | hand-writing AVX intrinsics, into eventually running OpenCL
           | code on the GPU.
           | 
           | Part of your grade depended on the performance of your code,
           | with a bonus for the fastest submission. It led to a very
           | nice semi-competitive semi-collaborative atmosphere.
        
         | hmottestad wrote:
         | I really wanted do take that course. I had taken the OS course
         | where you build an OS from scratch, so this seemed like the
         | next thing to do. The OS course was for 20 points, but the
         | heterogeneous programming course was only 10 points. People
         | said it was way more work than 10 points though and I ended up
         | dropping it because I couldn't justify spending that much time
         | on it when I had other courses to take and a thesis to write.
         | 
         | Here is the OS course:
         | https://www.uio.no/studier/emner/matnat/ifi/IN4000/index-eng...
        
           | magicalhippo wrote:
           | Hah yea I quickly discovered that matnat[1] study points
           | weren't like other study points. Felt like we had to do 2-5x
           | the work compared to the students I knew going to other
           | faculties. But in general the courses were very rewarding I
           | feel.
           | 
           | I heard about the OS one, sounded super cool and also a _lot_
           | of work from what I gathered. Heard about it too late and
           | required a buddy. Oh well, can 't have it all.
           | 
           | [1]: faculty of math and natural sciences
        
       | Rapzid wrote:
       | ATI developed the graphics chips for 360 and Wii. Feels a little
       | too revisionist to say AMD produced the chips even if they did
       | purchase ATI a number of months before Wii released..
        
         | fourfour3 wrote:
         | It's a bit tricky even to say that ATI developed them - they
         | were designed by ArtX (mostly ex SGI staffers who had also
         | worked on the N64), who were bought by ATI.
        
           | Rapzid wrote:
           | Perhaps but ArtX was acquired by ATI long before. The ATI
           | logo was already on the GameCube at launch.
        
           | wmf wrote:
           | Maybe Wii was ArtX but wasn't the 360 using a mainstreamish
           | Radeon GPU?
        
       | Waterluvian wrote:
       | I'm curious about how such a bad idea made it to market. Not that
       | the technical concept is bad, but the business decision to build
       | an entire console generation on such a unique, ultimately
       | migraine-inducing architecture.
        
         | MBCook wrote:
         | Remember Cell was "the future". It was going to go into the
         | PS3, but also TVs and computers and whatever else. If you
         | squint it's a bit like Apple putting a ton of investment in the
         | A series chips that then went into iPads and Macs (via the M
         | series).
         | 
         | Problem is: no one wanted it. So none of that panned out. If it
         | had gone on to be something like Intel's Core 2 Duo that showed
         | up everywhere in hindsight it would look smart.
        
           | initplus wrote:
           | Difference is that Apple invested heavily in backwards
           | compatibility, even old x86 code performs well on their
           | chips. Meanwhile cell requires a reworking of your entire
           | program to take advantage of it.
        
             | MBCook wrote:
             | That was common for consoles at that time. The PS2 couldn't
             | actually run PS1 games, it just fell back to a PS1 embedded
             | in the system. Same way the GBA played GB/GBC games.
             | 
             | Apple wasn't a great example but it was the best I could
             | think of. It took Apple 10 years to go from the A4 in the
             | first iPhone with an Apple chip to the M1 in the first Mac.
             | They also were just using Arm, the same instructions that
             | they had been using before and something well understood.
             | 
             | They didn't suddenly release something people weren't
             | really prepared for like a Transputer and just declare
             | "this will be everywhere within three years". They let the
             | switch take its time as necessary.
             | 
             | Sony had the arrogance to do both of those.
        
               | bigstrat2003 wrote:
               | > That was common for consoles at that time. The PS2
               | couldn't actually run PS1 games, it just fell back to a
               | PS1 embedded in the system.
               | 
               | Also, the PS3 did the same for PS2. Sony eventually did
               | away with that to cut costs, but the launch models had
               | it.
        
               | Waterluvian wrote:
               | The software emulator was terrible, sadly. A whole
               | collection of games didn't work well.
        
               | astrange wrote:
               | > They also were just using Arm, the same instructions
               | that they had been using before and something well
               | understood.
               | 
               | Apple switched to (and largely invented) ARMv8/AArch64 in
               | the middle of that, which is very different from the
               | ARMv7 they started with.
        
         | initplus wrote:
         | It's less a confusing one off decision to use a weird
         | architecture, and more a failure to reconsider the status quo
         | and stop using weird architectures.
         | 
         | Previous PlayStation hardware was just as odd. Ps2 reused old
         | surplus Ps1 processors just for audio, and had coprocessors
         | just like cell.
        
         | 0x457 wrote:
         | I don't think Sony expected Xbox 360 so soon. PS2 was sales
         | were still good and there was no console on a market better
         | than PS2 at that time.
         | 
         | Then out of nowhere Xbox 360 comes out, Halo that was a macOS
         | title suddenly a main and a well selling IP on Xbox. Not just
         | that, it also picked HD-DVD as its format posing a threat to
         | Blu-ray.
         | 
         | Sony had to put something out.
        
           | cmpxchg8b wrote:
           | Halo first came out on the original Xbox, not sure it ties
           | into the PS3/360 calculus other than being a launch title.
        
             | vel0city wrote:
             | There wasn't even a Halo game as a launch title, but there
             | was backwards support for the original Xbox Halo games on
             | the 360.
             | 
             | https://en.wikipedia.org/wiki/Xbox_360_launch#Titles
             | 
             | There wouldn't be a Halo game released for the Xbox 360
             | until September 2007, nearly two years after the release of
             | the console.
        
           | Talanes wrote:
           | The 360 didn't pick HD-DVD as it's format, the built-in drive
           | was just regular DVD. The HD-DVD drive was an external add-on
           | that they sold along with the 360 Media Remote.
        
           | vel0city wrote:
           | Halo came out in 2001, four years before the Xbox 360 was
           | released.
           | 
           | The Xbox 360 released its HD-DVD drive a few days before the
           | PS3 hit store shelves in North America. Sony had established
           | the PS3 would use Blu-Rays a year before the Xbox 360 was
           | even publicly announced.
           | 
           | I think there were a number of things Sony wasn't expecting
           | about the Xbox 360, but HD-DVD or Halo wouldn't have been any
           | of those things.
        
         | failuser wrote:
         | You forget that it was normal before. PS2 had many separate
         | chips you need to program and balance throughout and latencies
         | to make the most of hardware. PS2 was able to achieve 60 fps in
         | many impressive games. Console hardware was very specific, the
         | original Xbox being just an Intel PC was an exception.
        
       | A4ET8a8uTh0 wrote:
       | I have a weird problem with the article. It does start with a
       | question over 'infamous' qualifier, but it goes into something
       | deeper that has been bothering me over the past few years.
       | 
       | Lets start from the end, game consoles these days are basically
       | optimized PCs. They are effectively nothing like the first,
       | second, or even third generation consoles that had fairly unique
       | hardware, desirable exclusives and so on.
       | 
       | Cell may have been difficult to program well for, but it speaks
       | volumes about the current state of consoles that devs worry about
       | being able to be lazy with ports. The idiot consumer will buy
       | whatever anyway. The side effect of the first generations'
       | relatively unique hardware profile is that games actually had to
       | be optimized and tailored to the hardware. No lazy ports ( I
       | still get pissy sometimes over ps3 dragon age port ). Exclusives
       | had to be good or at least showcase what the console could do.
       | 
       | So is that what makes Cell infamous? The thing made news when
       | could be run in a cluster[1].
       | 
       | I have a different take. Cell is the remnant of the consoles,
       | when they were still worth one's time.
       | 
       | [1]https://en.wikipedia.org/wiki/PlayStation_3_cluster
        
         | MBCook wrote:
         | The article gives the answer.
         | 
         | It's not about being lazy with ports. It's that the asset
         | budgets are so large that making games is way too expensive.
         | For any normal company you basically _have_ to launch on
         | multiple systems if you want a financial payback.
         | 
         | And every time graphics get better the problem gets worse. More
         | models, more textures, more detail, more everything. $$$
         | 
         | Unless you have a monster hit (Zelda, Last of Us) you may be
         | unable to make your money back on one machine. Even if you
         | could, why not just make more money by adding in the other
         | machines?
         | 
         | There's a reason pretty much only 1st party studios do
         | exclusives.
        
           | A4ET8a8uTh0 wrote:
           | If there is one thing that Steam has proven, it is that games
           | absolutely do not have to focus on 8k assets, celebrity
           | likeness and voices. In other words, that is not really an
           | answer. Or at least not a real answer. It is, at best, a part
           | of it that glosses over why people play games.
        
             | dylan604 wrote:
             | Not once ever have I purchased a game because of a
             | character's voice and looks. In fact, most of the time, I'm
             | skipping the "I wanted to be a director, instead I make
             | games" cut scenes. Does spending money on that actually
             | increase sales for games? I get having great looking
             | assets, but voices?
        
               | Pet_Ant wrote:
               | I've never understood people who enjoy the Diablo end-
               | game but I love playing the games through for the story,
               | vibe, and lore. The voice acting definitely contributes.
               | The voice of Deckard Cain is instantly recognizable to
               | me.
        
               | somenameforme wrote:
               | I think it's largely about the marketing aspect. Imagine
               | creating marketing for Crusader Kings 2, Mount and Blade,
               | Terraria, and the countless other games which sold a
               | zillion copies and are unbelievably fun, but just look
               | pretty bland on the surface. With high end voice acting,
               | lots of cut scenes, and so on - all of the marketing
               | basically writes itself.
               | 
               | You have your actory voice intro the game, set the stage
               | of the plot, show some brief segments of critical moments
               | in cut scenes, and then occasionally intersperse a half
               | second or so of actual gameplay. No idea why this gets
               | some people fired up, but it seems to work reliably
               | enough. I suppose it's just targeting a demographic that
               | isn't you nor I!
        
               | MBCook wrote:
               | I don't know that it's that it makes marketing easier
               | because the clips/etc already exist. I suspect they often
               | just don't know how to market it without shiny
               | screenshots.
               | 
               | Indies don't have this problem. But no big companies seem
               | to be able to not spend a ton on graphics.
        
               | dvngnt_ wrote:
               | when ffx released the very first thing they advertised
               | was the inclusion of voices, second was real-time facial
               | expressions
               | 
               | https://m.media-
               | amazon.com/images/I/91-wkX5SugL._SY679_.jpg
        
             | MBCook wrote:
             | > If there is one thing that Steam has proven, it is that
             | games absolutely do not have to focus on 8k assets
             | 
             | Totally. Thomas Was Alone is one of the best games I've
             | ever played and it's just a bunch of boxes. It's basically
             | high resolution Atari.
             | 
             | Great graphics are nice and can certainly help, but the be
             | all end all race to always look the best is not working
             | well.
             | 
             | Some kind of reckoning has got to be coming. We're getting
             | to the point where it's like 5+ years between sequels to
             | big titles just cause that's how long it takes. Much like
             | mega budget Hollywood movies no one's willing to take a
             | risk when it costs that much.
        
             | tuna74 wrote:
             | Games like The Last of Us have been really big hits. For
             | certain types of games presentation really matter.
        
               | MBCook wrote:
               | Oh sure. There's a place for it. But not every game needs
               | to be that way. We mostly get AAA and now "AAAA" games.
               | 
               | We need to get back to AA and maybe even A games.
               | Cheaper, faster to make, still fun.
        
         | MisterTea wrote:
         | To me the infamy is owed to Sony's "super computer on a chip"
         | hype marketing (similar to the hype around the Emotion Engine
         | int he PS2) surrounding the architecture coupled with the
         | difficulty in programming it. The big issue was SPE's had no
         | way to access main memory so you had to copy the data from RAM
         | into each SPE which had its own local memory.
        
           | mrguyorama wrote:
           | They did a similar marketing push when the PS2 was developed,
           | saying it couldn't be exported to certain countries due to
           | dual-use restrictions because it was "too powerful"
        
         | ProfessorLayton wrote:
         | While I too miss exotic hardware (N64 being my all-time
         | favorite), ultimately what people want to play is great games
         | and the hardware is just a means to an end.
         | 
         | The bigger issue with current consoles imo, specifically the
         | PS5 and XB, is their input homogenization and stagnation.
         | Consoles have historically been forward-looking via their
         | controllers to enable new ways to play games:
         | 
         | [NOT including optional accessories, _only out of the box
         | abilities_ ]
         | 
         | - N64: Analog controls, 4 controller ports, controller
         | expansion ports
         | 
         | - PS1: _Dual_ analog controls
         | 
         | - PS2: Pressure-sensitive buttons, built-in rumble
         | 
         | - Dreamcast: ...
         | 
         | - Xbox: ...
         | 
         | - Gamecube: ...
         | 
         | - Wii: Motion controls
         | 
         | - PS3: ...
         | 
         | - Wii U: Gamepad screen
         | 
         | - 360: ...
         | 
         | - PS4: [Correction!] Touchpad
         | 
         | - Switch: Detachable and sharable controllers
         | 
         | - XB1: Kinnect
         | 
         | - PS5: ...
         | 
         | - XB1X: ...
         | 
         | I'm definitely not implying that every new input type was
         | successful (See Wii U, kinnect), but consoles up until about
         | PS3/360 had something new to offer regarding ways to experience
         | games. This has all but stopped, with Nintendo being the only
         | one to consistently introduce new ways to play that cannot
         | easily be replicated on a PC. Plugging a PS5/Xbox controller
         | into a PC yields the same or better experience as buying a
         | dedicated console these days, so why buy the console at all?
        
           | dfxm12 wrote:
           | _why buy the console at all?_
           | 
           | Putting console exclusives aside, I can build a PC that does
           | everything I need it to do but play _some_ new games + a
           | console for less than it costs to build  & maintain a "gaming
           | rig". Also, my PS4 is still working after ~10yrs. I would
           | have to upgrade my PC more frequently than that to keep up
           | with new games.
           | 
           | You're also forgetting the two-point capacitive touch pad on
           | the PS4 controller. It's OK, almost all the video game
           | developers did too.
        
             | ProfessorLayton wrote:
             | >It's OK, almost all the video game developers did too.
             | 
             | Haha, good catch, corrected!
        
           | DuckConference wrote:
           | PS5 controller replaced rumble with fancy haptics and force
           | feedback on the triggers
        
             | ProfessorLayton wrote:
             | I thought about that, but at its core the PS5 triggers are
             | just another form of feedback akin to the rumble, and
             | didn't really introduce new types of gameplay.
             | 
             | Fancy haptics were introduced by the Switch.
        
               | MBCook wrote:
               | While the switch had higher resolution haptics, the PS5
               | is another advance past that. They do not feel the same.
        
               | ProfessorLayton wrote:
               | I'm not saying they feel exactly the same, but pointing
               | out the fact that _no new gameplay experiences are
               | unlocked by said advancement_. This is evidenced by the
               | fact that games are ported between the PS5 and Xbox 1X
               | with _little to no gameplay changes between the two_ ,
               | the feel of triggers and rumble aside.
               | 
               | Before haptics became standard, game designers could not
               | base any significant gameplay experiences on the presence
               | of haptics. Early games like Ocarina of Time had neat
               | _optional_ side quests enabled by haptics, but in no way
               | required because they couldn 't rely on all customers
               | buying an optional accessory.
               | 
               | The presence of the Switch's HD Rumble (And novel
               | controllers in general) _enabled new types of play_ on
               | games like 1-2-Switch, and Nintendo 's Labo series that
               | use the rumble to control cardboard toys' movement.
               | 
               | The same cannot be said for the PS5's more refined rumble
               | or triggers.
        
           | MBCook wrote:
           | > why buy the console at all?
           | 
           | It's easier. I don't have to fiddle with drivers. Or
           | settings. Or choosing which card to upgrade to when. Or
           | debugging mismatches. I don't have to have the OS +
           | Steam/Epic/whatever + games.
           | 
           | The games are written to what I have and I don't need to
           | worry about it. The OS is completely built around playing
           | games and making it easy for me to acquire them and I don't
           | have to think about any of it.
           | 
           | I had the years of building gaming PCs and messing with all
           | of that and doing all the research. And I had fun. And at
           | this point in my life I just don't wanna deal with it I just
           | wanna play a nice game.
        
       | driscoll42 wrote:
       | There's a wonderful blog post on the PS3 Architecture -
       | https://www.copetti.org/writings/consoles/playstation-3/ that
       | gives a good overview of the Cell processor with linked resources
       | if you want more detail.
        
         | hadrien01 wrote:
         | Wow this website is absolutely amazing! Full of details about
         | consoles, and with a really pleasing mixture of text, images,
         | and even 3D models.
        
       | kevvok wrote:
       | There's a great book about the development of Cell and Xenon
       | (which went into the Xbox 360) called "The Race for a New Game
       | Machine" that was co-written by a couple folks who worked on them
       | at IBM.
        
       | khalilravanna wrote:
       | My biggest lament with the PS3 is the forward incompatibility
       | making many great games locked to the platform (MGS4, Demon's
       | Souls, etc.). Meanwhile in Xbox land there are *633* 360 games
       | you can play on any new Xbox by just slipping the disc in. Now
       | some of this is no doubt due to differing approaches to business
       | by the corporate masters but from what I've read a lot of it is
       | the unique and befuddling architecture of the PS3.
       | 
       | https://en.m.wikipedia.org/wiki/List_of_backward-compatible_...
        
         | throwaway48476 wrote:
         | Xbox canceled development on their emulator though.
        
         | copx wrote:
         | Despite its exotic architecture the PS3 can be emulated well on
         | "normal" machines, though.
         | 
         | I was amazed that I am actually able to play PS3 games on my
         | (older, not at all top of the line) laptop thanks to the
         | brilliant RPCS3 emulator.
         | 
         | A PS5 is way more powerful than my laptop, so in theory SONY
         | could just make all those PS3 games available through
         | emulation.
        
       | hehdhdjehehegwv wrote:
       | She's low-key one of the most successful engineers ever in terms
       | of bringing cutting edge technology to the mass market, but AMD
       | never gets the fawning press attention of NVIDIA, and still has
       | the lingering image of being the poorer cousin of Intel.
       | 
       | Of course, as a woman engineer to make it this far she's used to
       | not getting the limelight in a male dominated industry - which
       | may also explain some of AMDs recent success.
        
       | noobermin wrote:
       | The death of the powerpc is a bit sad to me as it feels like the
       | lineage of the 6502 has really ended as of now. As much as
       | everyone hates too on x86, I fear one day it too will disappear
       | and everything will be on some arm isa
        
         | theandrewbailey wrote:
         | PowerPC's sort of descendant/predecessor POWER is still
         | developed and sold. Raptor Computing seems to be the only
         | company selling POWER based systems to the general public.
        
       | penguin_booze wrote:
       | Trivia: Lisa Su and Jensen Huang are relatives:
       | https://www.tomshardware.com/news/jensen-huang-and-lisa-su-f....
        
         | TheMagicHorsey wrote:
         | If China ever takes over Taiwan, America is so screwed.
         | 
         | Actually, there is such a scattered supply chain for
         | semiconductor chips, that any war that disrupts international
         | trade in a material way, would bring that entire industry to
         | its knees. So many critical suppliers in the semiconductor
         | supply chain are single companies, or single country
         | oligopolies.
        
       | mrkramer wrote:
       | >The interviewer points out that Sony's PlayStation 3 is viewed
       | as one of its least successful consoles, which is true. The
       | PlayStation 3 pretty much lost the generation handily to
       | Nintendo's cheap, casual-friendly Wii and Microsoft's less
       | powerful but easier Xbox 360.
       | 
       | In Europe, PS3 was widely popular especially in conjunction with
       | Call of Duty because Xbox never really gained ground in EU, at
       | least that was my impression growing up as an EU gamer. Wii was
       | also popular af at the time but PS3 and Wii buyers were different
       | audience, Wii was more casual type of gaming and it was suitable
       | for family gaming while PS3 was for more serious gamers who
       | played more hardcorish titles like COD, FIFA and PES and ofc
       | there was and is PC master race for real hardcore gamers.
        
         | BolexNOLA wrote:
         | That may be true but overall, the PS3 was the loser at the time
         | and it took until basically the end of that console generation,
         | consisting of many price cuts and years of developing a strong
         | catalogue, for them to (narrowly) outsell the 360 worldwide.
         | 
         | Considering the absolute dominance of PSX and PS2, it was
         | definitely not what they were hoping for. Not quite as dramatic
         | as Nintendo with the market loss from SNES to the N64, but I'm
         | sure Sony had a lot of similar conversations. You also have to
         | consider that Xbox was the distant third place console in the
         | previous generation, so barely losing to Sony at the last
         | minute was definitely considered a huge success. Especially
         | after the disaster that was the RROD. If that hadn't happened
         | Microsoft likely would have beaten Sony's sales.
        
           | mrkramer wrote:
           | My last gaming console was PS2 and yea I loved it because
           | gaming consoles are meant for "couch gaming" with big TV
           | screen and as one gaming friend of mine told me: "When you
           | buy gaming console, you are set for the next 5 years."
           | Moore's law kinda kills the fun for us PC gamers but I still
           | prefer gaming on PC than on gaming consoles.
        
             | BolexNOLA wrote:
             | There's something really nice about consoles for me still.
             | I love just dropping on my couch, pressing a button on my
             | controller to start run console, pressing one more button
             | to launch a game, and I am exactly where I left off last
             | time with no load times. Takes me about seven seconds to
             | get back in. As somebody with 2 kids it makes gaming more
             | feasible haha
        
         | tekla wrote:
         | You must not have been there for the nogaems memes.
        
         | kimixa wrote:
         | Yes, for much of it's lifetime it was behind the 360 in
         | worldwide sales, and might have been a disappointment for Sony,
         | especially after the PS2 domination, but I wouldn't call say it
         | "Lost Handily" to the xbox360. It may have taken time, but it
         | _did_ outsell it.
         | 
         | It seems an incorrectly strong wording by the interviewer.
         | 
         | And people seem to sleep on how powerful the xbox360 was - the
         | CPU was a fair bit smaller than the cell, true, (~150m
         | transistors vs 250m in the cell) not not really the multiples
         | some articles seem to imply.
         | 
         | And the GPU in the xbox was arguably a fair bit more advanced -
         | being a little larger (~300m vs ~335m transistors), and being a
         | unified shader architecture that came to dominate GPUs from
         | then on. And the more flexible architecture enabled more GPGPU-
         | like tasks that the cell SPUs might have handled on the PS3.
         | And these early GPGPU models were also a bitch to program for -
         | like the cell SPUs were.
         | 
         | So it's not like one was simple and easy, the other crazy
         | complex and advanced, but more one had the fancy experimental
         | stuff on the CPU/Cell die, the other on the GPU die. Just the
         | techniques used on the GPU continued to be developed and
         | supplanted much of the Cell-style tech.
        
           | mrkramer wrote:
           | >Yes, for much of it's lifetime it was behind the 360 in
           | worldwide sales, and might have been a disappointment for
           | Sony, especially after the PS2 domination, but I wouldn't
           | call say it "Lost Handily" to the xbox360. It may have taken
           | time, but it did outsell it.
           | 
           | As far as I understood, Halo was the killer app for Xbox but
           | I suppose it was the killer app only in US, because like I
           | said, from my EU gamer's point of view, Call of Duty was all
           | the rage first on PC and then afterwards on PS plus FIFA and
           | PES were huge on PS as well.
        
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