rtpg 5 hours ago

I remember hearing somebody talk about programming hot loops in either the the PS3 or PS2 in Excel, to get a good handle on the concurrency question by having assembler in multiple columns next to each other

  • xgkickt 4 hours ago

    That would be the PS2’s VUs which had an upper and lower pipe and it was easier to write instructions for each in separate columns. Then in one SDK we received program called vcl which took a single list of instructions, doing all the pipelining for you, as well as optimizing loops and assigning registers automatically. It was a godsend.

    • mabster 3 hours ago

      I can't remember the details because we coded the SPU in C, but the PS3 SPUs had odd and even cycles with different access properties too.

  • nickpsecurity 4 hours ago

    Sounds like a Gantt chart with code might fit.

jl6 2 hours ago

I remember discussion at the time about how the PS3 was a uniquely difficult architecture to emulate. Was that true? Have those difficulties now been overcome? I see RPCS3 exists but I’ve no idea if it has done the difficult parts.

  • bakugo 4 minutes ago

    Depends on your definition of "overcome". RPCS3 does emulate the architecture, and many games are playable on it, but it's still far from being perfect. Many games have stability issues due to timing/synchronization inaccuracies, for example.

  • nikanj 2 hours ago

    With sufficient thrust, pigs fly just fine. Eventually you can overcome any issues by throwing more CPU at the problem

eek2121 10 hours ago

So, I'd have to dig through some older notes I have, however, some of this information seems inaccurate based upon my own interpretation of the specs (and writing code...specifically, but not limited to, the PowerPC part). A suggestion from me is to provide sources, and also maybe an epub of this.

lepicz 4 hours ago

i did a bit dev on ps3 and i remember there was a small memory on the chip, like 256k that was accessible to programmer.

i always found this very appealing, having a blazing fast memory under programmer control so i wonder: why don't we have that on other cpus?

  • flohofwoe 43 minutes ago

    > why don't we have that on other cpus

    Pure speculation from my side, but I'd think that the advantages over traditional big register banks and on-chip caches are not that great, especially when you're writing 'cache-aware code'. You also need to consider that the PS3 was full of design compromises to keep cost down, e.g. there simply might not have been enough die space for a cache controller for each SPU, or the die space was more vaulable to get a few more kilobytes of static scratch memory instead of the cache logic.

    Also, AFAIK on some GPU architectures you have something similar like per-core static scratch space, that's where restrictions are coming from that uniform data per shader invocation may at most be 64 KBytes on some GPU architectures, etc...

  • otabdeveloper4 22 minutes ago

    > why don't we have that on other cpus?

    We do, it's called "cache" or "registers".

  • bitwize 3 hours ago

    The TI-99/4A had 256 BYTES (128 words) of static RAM available to the CPU. All accesses the 16K of main memory had to be done through the video chip. This made a lot of things on the TI-99/4A slow, but there were occasional bits of brilliance where you see a tiny bit of the system it could've been. Thanks to the fast SRAM and 16-bit CPU, the smooth scrolling in Parsec was done entirely in software—the TMS9918A video chip lacking scroll registers entirely.

RiverCrochet 9 hours ago

> The EIB is made of twelve nodes called Ramps, each one connecting one component of Cell... Having said that, instead of recurring to single bus topologies (like the Emotion Engine and its precursor did), ramps are inter-connected following the token ring topology, where data packets must cross through all neighbours until it reaches the destination (there’s no direct path).

I knew IBM was involved in the design of the Cell BE, but I had no idea some successor of IBM's token ring tech (at least the concept of it) lived on in it. I'm sure there's other hardware (probably mainframe hardware) in and before that 2006 with similar interconnects.

  • wmf 9 hours ago

    The EIB has nothing to do with 1980s Token Ring and this is arguably a mistake in the article. It's just a ring topology.

    • MBCook 7 hours ago

      I suspect it’s an attempt at a metaphor that isn’t clearly marked as such.

amelius 10 hours ago

Can it run deep learning workloads?

  • nxobject 10 hours ago

    The PS3 was used a few time in clusters – some NN work was done on it back in the day. My understanding (somewhat echoed in TFA) is that when programming Cell, you really needed to think about communication patterns to avoid quickly running into memory bandwidth limitations, especially given memory hierarchy and bus quirks.

    https://open.clemson.edu/all_theses/629/

    • cogman10 10 hours ago

      For a while, it was a major player in protein folding. I remember the PS3 was particularly apt at doing that sort of work.

      • Tuna-Fish 8 hours ago

        For it's day, it packed a lot of compute into cheap package, so long as you could do something useful with a data set that fit into 256kB, the size of the local memory buffer on each SPE. If you overflowed that, the anemic system bandwidth would make it suck. Protein folding was an example of a problem that back then used tons of compute but could be fit into small space.

      • 867-5309 5 hours ago

        they've also been used for crypto mining/cracking

  • zorgmonkey 7 hours ago

    With enough effort you could definitely do it. Just remember it is a device that came out in 2006 and it has 256MB of system RAM and 256MB of VRAM, at best you're running a quite small model after a lot work trying to port some inference code to CELL processors. Honestly it does sound a cool excuse to write code for the CELL processors, but don't expect amazing performance or anything.

  • duskwuff 9 hours ago

    It's a nearly 20 year old gaming console. Even if you could port a deep learning workload to run efficiently on the Cell architecture, it would be thoroughly outclassed by a modern cell phone (to say nothing of a desktop computer).

  • maximilianburke 10 hours ago

    Eugh, maybe?

    The PS3 only had 256mb of main memory so you'd be pretty limited there. Memory bandwidth, great at the time, is pretty poor by today's standards (25 gb/s)