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  Playstation 3 Architecture  (Read 3136 times)
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Offline princec

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« Posted 2003-01-07 13:19:37 »

http://www.theinquirer.net/?article=7078

64MB of RAM? Bugger. Going to be tricky to get a AAA Java games crammed in there. Well, not the games, per se, but the data. When was the last time you saw a Java3D demo that didn't gobble up 64 big ones straight up?

So get writing to Sony now! 128MB or I'll hold my breath!

(And GL drivers per-lease!)

Cas Smiley

Offline GKW

Senior Member




Revenge is mine!


« Reply #1 - Posted 2003-01-07 14:57:03 »

Now we just have to wait and find out how big the game jvm is, assuming there will ever be one.  I did think that they would jump to atleast 96 or 128 megs to top xbox.
Offline shawnkendall

Senior Member





« Reply #2 - Posted 2003-01-07 17:00:15 »

"It's still not clear how many of these "cells" will be used in the Playstation3, but Sony reckoned some time ago it could be as many as one teraflops, probably making it a four cell architecture."

Each cell is said to have 128M, so the total memory is 512M plus the central 64M.

The high speed bus can make it "seem" like a usable total of 512 but looks like it will be quite a song and dance to work it that way.

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
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Offline princec

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« Reply #3 - Posted 2003-01-07 23:04:07 »

Read more closely - that's 128K in each cell. The cell memory is effectively its L2 cache.

It doesn't really matter how small they make the VM; the problem is Java's object overhead. Generally Java takes up a lot more RAM to store the same structures as C does.

It will also need to have the Realtime spec implemented properly for it to be viable in PS territory.

Cas Smiley

Offline GKW

Senior Member




Revenge is mine!


« Reply #4 - Posted 2003-01-08 03:56:03 »

The cldc hotspot has only 4 bytes overhead for the object header.  I am sure Sun could make a jvm with similarly small object headers.
Offline princec

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« Reply #5 - Posted 2003-01-08 08:04:53 »

That 4 byte header requires that there are rather few objects in the first place....

Cas Smiley

Offline GKW

Senior Member




Revenge is mine!


« Reply #6 - Posted 2003-01-08 14:33:26 »

That probably makes sense given the limited resources of a console.  Obviously you wouldn't make a direct transfer of a vm designed for 2megs of ram, buta game vm wouldn't require the full 8-12 bytes of a j2se vm.  I don't think I am as worried about this as you are.
Offline princec

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« Reply #7 - Posted 2003-01-08 17:11:40 »

I'm more worried about the rather large structures required to store 3D worlds in. They'll end up just resorting to stuffing things in buffers and then they'll think - well, why did we bother when it's so much easier to do in C?

Cas Smiley

Offline GKW

Senior Member




Revenge is mine!


« Reply #8 - Posted 2003-01-09 00:48:16 »

Long story short, not enough memory.  I will be interested to see if the four cells do operate as generic processors, all available to the jvm.  Considering the multithreaded nature of java it might be a very good fit.
Offline killingtime

Senior Newbie




Humm


« Reply #9 - Posted 2003-01-23 11:09:08 »

I'm not sure those are really the final specs. 64Mb will probably be seen on Mobile Phones by 2005. RAM just isn't your biggest system cost any more.
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Offline Jeff

JGO Coder




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« Reply #10 - Posted 2003-04-04 19:35:16 »

Quote
The cldc hotspot has only 4 bytes overhead for the object header.  I am sure Sun could make a jvm with similarly small object headers.


Object headers on hotspot aren't that much bigger.

The big issue generally isnt obejct headers but reflection information. In order to give you debugger like functionality at run time (readable stack traces, dynamic resolution of methods by symbolicname, etc) we basically have to carry what would be debugging info in other systems into the runtime.

This is why obfuscators that minimize the lengths of those strings can be a win, though you give up most of the usefulness of reflection and run-time stack traces as a result.

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

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Offline Jeff

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« Reply #11 - Posted 2003-04-04 19:36:03 »

Quote
I'm not sure those are really the final specs. 64Mb will probably be seen on Mobile Phones by 2005. RAM just isn't your biggest system cost any more.


Im sure they arent final specs because I'm pretty darn sure the hardware isn't final yet.



Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

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