Next Generation Consoles - Part One

Today the last of the three main next-next-generation consoles were announced at E3, the Electronic Entertainment Exposition in the US. Traditionally, the consoles are announced at E3, but Microsoft broke with tradition by announcing the Xbox 360 on MTV on a half-hour special program.

Sony were next up, announcing the PlayStation 3, and then Nintendo followed up, with a small announcement of their Revolution console.

So, what do I think? Well, having worked directly on the predecessor consoles PlayStation 2 and Xbox, I must first admit a predilection towards Microsoft’s offerings. There are sound reasons for this, but first I should do a quick comparison between the new systems. Information on the Revolution is thin on the ground, so this compares the Xbox 360 and the PlayStation 3.

Processor

FeatureXbox 360PlayStation 3
Core speed3.2GHz3.2GHz
Number of main processing cores 31 PPC core + 7 SPEs
Hardware threads68

So, what to make of this? I’ve deliberately not quoted any of the meaningless ‘dot products per second’ or ‘GFLOPS’ that have been touted around, for the simple reason that in my experience they’re really not representative of the games-playing power of a machine.

The first thing that springs to mind is that the realities of modern chip production are making themselves known — the raw clock speed of both machines, while much faster than the previous generation, is not a gigantic leap. Instead, the way these machines are pushing the boundaries is by increasing the number of execution units. On paper, this is a great improvement — having 8 cores running at 3.2GHz in theory is equivalent to a 25.6GHz machine. Great!

But…there’s a hitch! In order to make use of all those cores, you need several pieces of work to do. And those pieces of work need to be able to run concurrently, that is they need to be independent pieces of work which don’t interfere with each other and don’t rely on each others’ results. Typically, good parallelism is achieved by one of three ways:

1 You have a lot of data which needs to be processed in the same way (SIMD). Examples of this are large maths problems like SETI, or indeed some vector operations like transforming triangles and suchlike. 2 You have totally independent ‘processes’ of execution like in Windows where each running program is separate. 3 You can pipeline up the work, just like in a real life production line. Each core would perform a piece of work on the whole product before passing it to the next core, which performed the next bit while the original core starts work on the next item and so on.

In a games environment, it’s pretty hard to get parallelism through the first method without treading on the toes of the graphics processor, which itself is the embodiment of parallel processing by this approach. There isn’t much work left that could take advantage of SIMD at the scale where individual cores could do useful work, though each core of both Xbox 360 and PS3 are capable of small-scale SIMD operations.

Games are also fairly thin on the ground when it comes to separate processes. As there’s only one game running at once, splitting tasks up has to be at the level of whole independent subsystems. Usually when you see this kind of thing explained on Slashdot, people tout the ideas that you put the game login on one core, the rendering on another core, the physics on yet another and so on. Breaking the game code up like this is possible, but very hard. In order to make this separation, each process needs to be totally independent, which gets tricky when you realise that the physics system needs to find all the objects in the world and move them about, while simultaneously the game logic core is trying to force them to move as a result of the AI and player inputs, and the rendering core is trying to pin down where everything is to draw it! The best way I can think of this working in a real- world environment is to separate off the higher-level rendering component to another core, and the sound processing to another core. These tasks are fairly discrete and so are amenable to running concurrently, with the minimum of information travelling between cores and that which does travel is usually one-way traffic.

Pipelining looks a good bet to start with; and indeed you could do wonders if you could find a way of separating the processing of the game into pipelinable tasks. The general process of a game loop goes something like: 1 Read input 2 Update player position 3 Run AI on current positions 4 Update physics using current positions and forces etc calculated by AI and player controls 5 Draw the environment and objects to an offscreen buffer 6 Wait for the next screen refresh 7 Transfer the offscreen buffer to the onscreen buffer 8 Lather, rinse repeat

In modern engines, one tends to overlap the ‘wait for screen refresh’ step with the input/update/AI part of the next frame. Indeed on SWAT:GST we used graphics unit in parallel with the main CPU to process and draw simultaneously with the CPU running the AI and updates. Ostensibly one could place each of the steps outlined above on a separate core and pipeline the whole thing, but there’s a lot of data flying around, and possibly more importantly pipelining introduces latency. Latency is the total time it takes a single object to pass through the pipeline. For example, on a modern car production line, each day 10 cars roll off the production line (this is called the throughput). This seems amazingly fast, but of course for an individual car itself the journey from the beginning of the production line to the end may take months. This is the latency; and in games it can be crippling. Given a 30 frames-per-second game (as most are nowadays), you can just about get away with a 3 frame latency, but really 3 or more frame latency makes it feel like you’re playing through treacle — the lag is terrible. Again taking SWAT as an example, the processes of rendering one frame while processing the next used to run in individual frames; which when taking into account the screen buffering led to a 3 frame latency. This didn’t ‘feel’ very good; so after a fair bit of tinkering we were able to get the rendering part starting about halfway through a frame while the CPU continued processing, and this was enough to get the latency down to two frames.

So, phew, where does this leave us?

My conclusion from the point of view of parallelism is that games are pretty damn tricky to get onto multiple cores. I reckon 3-5 ‘threads’ is about the maximum you could ever sensible split a game up into. Of course, for spot effects I can think of uses for multiple cores (like particle systems etc), but for the core game itself only 3-5. Given this, both Xbox 360 and PlayStation 3 have enough core power (with the hardware threads on Xbox 360) to support the maximum parallelism I can dream up. However, the Playstation 3 has a few more processing units for special effects on top. So, does that make the PS3 the winner?

Well, not really. So far I’ve been assuming all the cores are equivalent. This isn’t the case; the PS3’s main core is a PowerPC, but the other 7 cores are ‘SPE’ cores with 256Kb of RAM. While details are sketchy, if it’s anything like the PS2 then these SPE cores won’t have full access to the main RAM of the machine; instead they must make do with scrabbling around in their little on- board RAM, relying on either the main CPU or the DMA system to push new data into them. This makes life very much more tricky than just straight programming. Lots of algorithms and processes require an awful lot more than 256Kb of working set memory (indeed more than the 128Kb which you’d most likely have to separate the RAM into for effective DMAing). I believe the PS3’s 7 cores will be crippled by this, that they will be too limited to do anything too complex, and thus they’ll be limited to special graphical effects. This might not be such a bad thing given the ridiculous number of effects and polygons the next-next-generation of games will be expected to put on screen, but people also expect world-changing AI and physics; which will be very difficult to achieve on the PS3’s secondary cores.

On the other hand, the Xbox 360’s processing cores are symmetric, which makes them all equally equipped to deal with any programming problems thrown at them. So I reckon splitting the whole games process up into separate processes will be achievable on Xbox 360, but not PS3.

One additional point to make — programming for multiple threads is pretty damn awkward. Debugging them effectively is even worse. Sony had terrible tools on PS2; Microsoft’s tools were very good. So, I don’t have a lot of confidence in Sony’s ability to make their very multiprocessor machine even slightly debuggable! I’d rather take the Xbox 360; less cores to worry about, rational debugging tools and excellent support too!

Well, it’s nearly midnight now, and I’m not even halfway through this comparison; I haven’t mentioned the memory speeds and layouts, or the graphics system, or Nintendo’s Revolution either! I’m going to have to carry on another night, so this becomes ‘Part 1’.!

Filed under: Blog
Posted at 23:39:55 BST on 17th May 2005.

About Matt Godbolt

Matt Godbolt is a C++ developer working in Chicago for Aquatic. Follow him on Mastodon.