[HN Gopher] Playstation 3 Architecture
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       Playstation 3 Architecture
        
       Author : bangonkeyboard
       Score  : 169 points
       Date   : 2021-10-20 18:56 UTC (4 hours ago)
        
 (HTM) web link (www.copetti.org)
 (TXT) w3m dump (www.copetti.org)
        
       | johnzim wrote:
       | I remember the Idle Thumbs podcast made a running joke of the
       | fact that 2010 was supposed to be "Year of the PS3" because I
       | believe Kaz Hirai had suggested that it would take multiple years
       | for developers to unlock the true power of the system.
       | 
       | Which is an excellent way to brand how much of a pain it was for
       | Devs to wring performance out of it.
        
         | mywittyname wrote:
         | This wasn't unusual sentiment for the time. Historically,
         | consoles had a stark difference in quality between the initial
         | batch of games for any system, and the last AAA titles for it.
         | Compare Super Mario to Super Mario 3 on the NES. Or Donkey Kong
         | Country vs Super Mario World on the SNES. Or LoK: Soul Reaver
         | to Tomb Raider 1 on the PS1.
         | 
         | Some of the later PS3 games still look incredible. The biggest
         | graphics limitation is resolution.
        
       | Lammy wrote:
       | > The RSX inherits existing Nvidia technology, it's reported to
       | be based on the 7800 GTX model sold for PCs
       | 
       | You can also see this in the early Cell Evaluation systems which
       | at first had 6800s in SLI and switched to a 7800 GTX before the
       | RSX was ready:
       | http://www.edepot.com/playstation3.html#Early_PS3_Models
        
         | monocasa wrote:
         | Apparently the addition of the RSX was a last minute
         | modification of the console. They got hit by the same dennard
         | scaling issue that killed of the Netburst derived architectures
         | too [0]. They had been planning on cranking the Cell to over
         | 4Ghz, just including two of them in the PS3, and running GPU
         | tasks 'in software' on the SPUs. The Ghz wall hit them hard and
         | had them reeling looking for an actual graphics chip at the
         | last minute.
         | 
         | [0]
         | https://en.wikipedia.org/wiki/Dennard_scaling#Breakdown_of_D...
        
           | corysama wrote:
           | The story I have heard directly from insiders is that they
           | had a GPU design from Toshiba. But, it was so deeply VLIW
           | that writing an effective compiler for it was deemed
           | infeasible and hand-coding for it would require deeply
           | dedicated skills. So, they gave up on it late in production
           | and went to Nvidia.
           | 
           | They looked at the G80, but that was too early and risky to
           | jump on at the time. So, they settled for the 7800.
           | 
           | It's a shame. If they had delayed the release and went with
           | the G80, the PS3 would have crushed the 360 as far as
           | graphics. Instead, a whole lot of Cell SPU time had to be
           | dedicated to shoring up the PS3's GPU issues to bring it on
           | par with 360 titles.
        
             | monocasa wrote:
             | I heard that the Toshiba GPU was also part of that last
             | minute change after the dual Cell design didn't work out.
             | The Nvidia talks happened sort of in parallel, but that was
             | the last option.
             | 
             | I want to say it's mentioned in The Race For A New Game
             | Machine too, but I'm not 100% on that.
        
       | midwestemo wrote:
       | https://www.copetti.org/writings/consoles/ If anyone's interested
       | in more writeups about console architectures from this person.
        
       | flipacholas wrote:
       | Alternative edition without styles:
       | https://classic.copetti.org/writings/consoles/playstation-3/
       | 
       | (ideal if you use accessibility tools, like text to speech, or
       | want to read from an eBook or legacy browser)
       | 
       | If you spot a mistake, please log an issue on the repo
       | (https://github.com/flipacholas/Architecture-of-consoles).
       | Thanks!
        
       | jt_thurs_82 wrote:
       | minor correction
       | 
       | > The accelerators included within PS3's Cell are the Synergistic
       | Processor Element (SPE). Cell includes eight of them, although
       | one is physically disabled during manufacturing.
       | 
       | This was disabled in software (by syscon) early on in the boot
       | process. Many people "unlocked" theirs without stability issues.
       | My understanding was that it was a yield thing, and definitely
       | not intended for general use ;)
       | 
       | > This makes you wonder if IBM/Sony/Toshiba hit a wall while
       | trying to scale Cell further, so Sony had no option but to get
       | help from a graphics company. Interviews from early 2nd party
       | developers confirm this:
       | https://www.ign.com/articles/2013/10/08/playstation-3-was-de...
       | 
       | That's also why the PS3 has two separate RAM, compared to the
       | xbox 360's unified memory - Sony was trying to do that as well.
       | 
       | > HDMI connector
       | 
       | idk if anyone remembers this, but sony was talking about multi
       | display gaming, such as having a status display. There was a
       | prototype that had two hdmi ports and three ethernet - sony
       | claimed it would also be a home server and router at that time.
       | devkits did include two hdmi ports, and i suspect that the two
       | screen claim was something that they made up almost on the spot,
       | but who knows.
       | 
       | https://commons.wikimedia.org/wiki/File:PS3_e3_2005_prototyp...
        
       | sydthrowaway wrote:
       | Love this. Any good books on HW architecture at this level?
        
       | qqtt wrote:
       | I find the PS3 historically interesting partially because the
       | convoluted architecture was a natural evolution of Sony's
       | continuing steps to make developing for their consoles harder and
       | harder, driven partially by their arrogance at past success.
       | 
       | The PS1 was basically a repackaged project from their Nintendo
       | partnership. They didn't really have time to develop proper
       | development tools for it, and almost as a consequence of that,
       | the development environment was very scrappy - it hooked into
       | existing PCs and included a bunch of libraries that developers
       | were somewhat familiar with using. As a result, the developer
       | toolset was relatively easy to use. It allowed many developers to
       | get started making 3D games and experiences very quickly. This
       | caused developers to be swayed to the Playstation ecosystem
       | early, and drove all 3D resources into Playstation development
       | away from the Sega Saturn, which had the typically convoluted
       | development environment from past generations (further
       | exacerbated by Sega bolting together additional chips onto the
       | Saturn to try to compete with the PS1).
       | 
       | PS2 came along, and Sony was already deviating from their easy to
       | use console debut. Their "emotion engine" was notoriously hard to
       | develop for, but Sega with the Dreamcast didn't have the legs to
       | compete with Sony's momentum from the PS1, and quit the console
       | business. Nintendo also screwed the pooch that generation with
       | the Gamecube and Microsoft didn't seem to be a threat with the
       | Xbox which was a major flop in Japan.
       | 
       | Along comes PS3, and Sony goes full speed ahead on their hubris -
       | expensive console, impossible to develop for, an architecture
       | somewhat reminiscent of Saturn's hodge podge of chips. At this
       | point they completely lost their way from what made the PS1 set
       | them up for multi-generations of success.
       | 
       | It's interesting to consider how the ecosystem matters when
       | developing these hardware products, and how easy it seems for
       | companies to lose sight of that.
        
         | hbn wrote:
         | On one hand, it's obviously the smart thing to keep your
         | architecture standard in a world where most games are released
         | cross-platform. Consoles are essentially just PCs with a set
         | spec and in a clean wrapper at this point. But on the other
         | hand it's also a bit disappointing that it's not really an
         | option to make strange/interesting new architectures for a
         | console.
         | 
         | Consoles are one of the last holdovers from the era where
         | computers were designed with the hardware and software built
         | and integrated from the bottom up into a cohesive package.
         | Where they'll do a new one only every 7 years or so, and users
         | just expect to have to buy new software for them every time. So
         | it sounds like a space where they could get away with weird
         | innovations and risks, but because of the need to keep cross-
         | platform development feasible, it's not really an option.
         | 
         | I don't know. I see why it is the way it is, but I'd like to
         | live in a world where consoles could get away with weirder
         | things. Nintendo has kind of occupied that space with their
         | touch screens and motion controls and whatnot, but the Switch
         | is also more standard than ever before. Probably a net good for
         | consumers though, with how much software is able to be ported
         | to it.
        
           | VortexDream wrote:
           | Interestingly, Apple is moving back towards the old console
           | model. You now have a bespoke CPU/GPU platform from Apple
           | running their own OS. I'd say we're already seeing the
           | performance benefits of owning/designing/developing the whole
           | stack.
        
           | mywittyname wrote:
           | What's the benefit of being weird today? A console can
           | achieve pretty amazing graphics with basically off-the-shelf
           | components, so the company isn't really buying much buy
           | rolling their own solution.
           | 
           | The 3d was still being figured out in the 90s, which is what
           | lead to so much diversity in product lineups. Not just for
           | game consoles, but video cards, graphics API, etc. Being
           | weird/unique was necessary because everyone was treading in
           | uncharted territory.
           | 
           | Prior to the 3d era, game consoles had repurposed/customized
           | off the shelf components. The 6502 and it's variants were
           | used in all kinds of consoles and computers. And the 68000
           | was used in many, many more.
           | 
           | Gaming consoles have come full circle.
        
         | rbanffy wrote:
         | > impossible to develop for
         | 
         | This is what I remember from the Cell (both BE and the
         | "serious" version IBM used in blade servers). It's a
         | fascinating machine, but being inconvenient to write software
         | for is a key weakness.
        
         | lowbloodsugar wrote:
         | Sony is a hardware company. So they thought they were great at
         | making and evaluating hardware.
         | 
         | Ironically, the CEO of nVidia once stated that nVidia is a
         | _software_ company - the graphics cards are just dongles that
         | monetize the software. This is what Sony missed.
         | 
         | The story I heard was that when sony finally went to buy a
         | graphics card, they wouldn't pay for the software side of
         | things. When nobody could get any performance out of it, they
         | went back, cap in and and asked for the software to go with the
         | hardware. Don't know if it's true, but I developed on PS3 and
         | it feels true.
         | 
         | As I understand it, it was US developers and leaders like Mark
         | Cerny that begged sony to stop fucking around and just make a
         | console with a big cpu and a big gpu.
        
       | azalemeth wrote:
       | It's worth saying that the whole site is an absolute gold mine of
       | fantastic information about console architectures over the ages,
       | and I particularly like the way he always highlights how the DRM
       | has been broken. It's really fascinating to see the convergent
       | and occasionally divergent evolution that goes on in these
       | machines, speaking to, but slightly independent from, the
       | technological trends of their time.
        
         | hbn wrote:
         | If anyone is interested in a less in-depth, but still
         | informative overview of game console architectures and DRM
         | cracking history, ModernVintageGamer on YouTube has a lot of
         | videos on the subject that I've enjoyed.
         | 
         | https://www.youtube.com/channel/UCjFaPUcJU1vwk193mnW_w1w
        
           | ronama wrote:
           | While MVG does a good video production job, he tends to get a
           | lot of information wrong [1] and never corrects it after he's
           | told [2]. Don't get me wrong, he's done very good videos in
           | the past, but I wish he would take better care of his
           | content.
           | 
           | [1] https://www.reddit.com/r/Games/comments/fnl0o1/why_playst
           | ati...
           | 
           | [2] https://news.ycombinator.com/item?id=26222361
        
         | ronama wrote:
         | For the adventurous, I can't find words to express the absolute
         | wrath of information found in the 'PS3 Developer Wiki' [1].
         | Countless people around the world voluntarily sharing their
         | research to build one of the most complete sources of
         | information of an enigmatic console.
         | 
         | [1] https://www.psdevwiki.com/
        
       | Moosdijk wrote:
       | The ps3 dev wiki [1] is also a great resource on thi topic
       | 
       | [1]https://www.psdevwiki.com/ps3/Main_Page
        
       | [deleted]
        
       | ivraatiems wrote:
       | A fascinating writeup! It's a small thing, but I love the UI here
       | for choosing images where the caption above the image tells you
       | what you get if you click. Very user-friendly.
        
       | k__ wrote:
       | I remember my university buying a bunch of PS3s for their
       | datacenter back in the days.
        
       | mhh__ wrote:
       | If the author sees this: Well done, really nice read.
        
         | flipacholas wrote:
         | Thanks. I was worried about the fact this console has so much
         | going on inside, so if I end up writing too much (like 100k
         | words) about it, the reader may get too tired and lose
         | interest. In the end, I wrote 20k words with lots of diagrams
         | to help out. I also adapted the site to properly add citations,
         | in case the reader wants to know more about a specific topic.
        
       | NikolaeVarius wrote:
       | Really cool. I remember when Sony really pushed the idea that the
       | Cell arch would power so many different things, shame that never
       | took off.
       | 
       | I wonder if that university still uses their PS3 based
       | supercomputer cluster
        
         | jgtrosh wrote:
         | Afaik these university projects were done to test out how Cell-
         | based supercomputers would behave. They're not competitive with
         | up-to-date Supercomputers.
         | 
         | In my lab I found a couple of PS3s lying around several years
         | ago, that hadn't been used in quite a while. (One of them may
         | or may not have been adopted for less scientific purposes ...)
        
         | em500 wrote:
         | The hype was probably mostly from "Crazy" Ken Kutaragi, who had
         | a knack for dialing the Playstation hype beyond 11. The PS2 was
         | already supposed to replace your home PC and revolutionize
         | ecommerce and online gaming and plug yourself into the Matrix
         | [1]. In the past he was compared to Steve Jobs by some, but in
         | hindsight he seems more like Sony's Baghdad Bob.
         | 
         | [1] https://www.newsweek.com/here-comes-playstation-2-156589
        
           | monocasa wrote:
           | At least the home computer part of that was a shtick to avoid
           | some european import taxes. https://www.theguardian.com/techn
           | ology/2003/oct/01/business....
           | 
           | I've heard on the grapevine that the PS3's OtherOS facility
           | was internally thought of as another go at the same idea.
           | "Look, judge, it's a general purpose computer for reals this
           | time. Your own universities are using it in super computing
           | clusters, without ever launching a game".
        
         | Rodeoclash wrote:
         | I remember speculation at the time that the PS3 would be able
         | to borrow from other cell powered appliances in your house when
         | it was running, i.e. your toaster, to enhance its power.
         | 
         | Actually, I just did a quick Google on this and it was "Sony"
         | themselves that appeared to mention this! [1]
         | 
         | [1] https://www.tomshardware.com/news/cell-broadband-engine-
         | ps3-...
        
         | shaggie76 wrote:
         | I worked on PS3 titles that used SPUs and I can't tell you how
         | relieved I was to find that the PS4 did away with them. The
         | fear that the next PS would have "64 SPUs and a marginally
         | faster PPU" was real.
         | 
         | The analogy I gave to my friends at the time was working in a
         | restaurant kitchen with a tiny stovetop and 2-dozen microwave
         | ovens; does some things really fast, but only if you can cut
         | them up into small pieces that are microwave-friendly.
        
           | NikolaeVarius wrote:
           | Im not an expert at all, but I seem to recall issues also
           | arising from the inability to do out of order execution.
        
         | pavlov wrote:
         | Hmm, probably not. Seems like the biggest PS3 cluster had 1,760
         | units and was rated at 500 teraflops (single precision float,
         | presumably).
         | 
         | An NVIDIA A100 GPU does about 20 teraflops. So you only need 25
         | of those chips to match the theoretical rating, and they have
         | many other advantages like much higher memory per core, etc.
        
         | jabl wrote:
         | > I wonder if that university still uses their PS3 based
         | supercomputer cluster
         | 
         | Almost certainly not. A typical lifetime of a supercomputer is
         | around 5 years, give or take. After that the electricity they
         | consume makes it not worth continuing to run them vs. buying a
         | new one.
         | 
         | See e.g. the Cell-based Roadrunner, in use 2008-2013:
         | https://en.wikipedia.org/wiki/Roadrunner_(supercomputer)
        
           | dragontamer wrote:
           | 5 is a bit young.
           | 
           | ORNL's Titan lasted about 7 years: 2012 through 2019. Its
           | predecessor, Jaguar, was 2005 to 2012. Also 7 years.
        
         | mustacheemperor wrote:
         | In 2012 the Air Force Research Laboratory built a supercomputer
         | cluster from 1760 PS3s that I think was in practical use for a
         | while[0]. I recall reading online that the Air Force struck a
         | special deal with Sony to buy some of the last remaining PS3s
         | that had not been updated to no longer support Linux
         | installation during manufacturing, but that isn't mentioned in
         | this source.
         | 
         | >The Condor Cluster project began four years ago, when
         | PlayStation consoles cost about $400 each. At the same time,
         | comparable technology would have cost about $10,000 per unit.
         | Overall, the PS3s for the supercomputer's core cost about $2
         | million. According to AFRL Director of High Power Computing
         | Mark Barnell, that cost is about 5-10% of the cost of an
         | equivalent system built with off-the-shelf computer parts.
         | 
         | >Another advantage of the PS3-based supercomputer is its energy
         | efficiency: it consumes just 10% of the power of comparable
         | supercomputers.
         | 
         | I wonder how significant the cost and energy savings were by
         | the time the project was finished, and how long the cluster was
         | actually used.
         | 
         | [0]https://phys.org/news/2010-12-air-
         | playstation-3s-supercomput...
        
         | flipacholas wrote:
         | If you are referring to the Barcelona Supercomputing Center, I
         | think it's been decommissioned (their project is now archived h
         | ttps://web.archive.org/web/20090426190617/https://www.bsc.e...)
         | . Though this is expected in my opinion (Buy equipment ->
         | Produce research -> Move to the next thing). IIRC their big
         | thing is now the MareNostrum 4 supercomputer
         | (https://en.wikipedia.org/wiki/MareNostrum).
        
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