Sony Announces GScube Development System 120
A reader writes: "At the SIGGRAPH 2000 computer graphics conference this week, Sony Computer Entertainment announced its 'strategic vision for the evolution of computer entertainment in the broadband network era.' At the core of this vision is a piece of hardware which is composed of the same building blocks as the PlayStation2, but multiplied many times. The GScube development system, as it is called, will be used in the development of 'e-cinema,' computer graphics movies and other new digital content.
The GScube prototypes are powered by 16 Emotion Engines and 16 Graphics Synthesizers. Yes, this is 16 PlayStation2s rolled into one. It is NOT a game system, though, so don't write into Q&A asking about what games will be released for it. It's a computer graphics workstation, comparable to the systems created by Silicon Graphics and other companies to produce high-quality CG movies. It'll be a bit too expensive for you to pick up at your local Toys R Us." So, the going theories about Emotion Engine as general purpose CPU seem to pan out.
Re:Specs (karma whorin (Score:2)
They are cramming all that CPU power/bus bandwidth/fill rate into their system but are still limiting the color depth to a pitiful 32 bits per pixel (8bits per channel)??
Really, besides the enormous amount of CPU and bus bandwidth, there really isn't anything here that can't be found on the average 1999-2000 consumer PC hardware.
Re:And this is good why? (Score:1)
Best game systems always called "Not game systems" (Score:1)
Same thing with early Compuserve (are they still around?).
Or remember [insert your college's policy here] on playing games on the UNIX servers? (i.e., net trek and other early net games that just didn't work on home computers)?
Face it the best systems for games are the really expensive cutting edge ones. Stop looking at game playing/development as some sort of crime against science. Relax!
Re:CPU specs? (Score:1)
Re:Very cool... (Score:2)
Re:CPU specs? (Score:2)
http://arstechnica.com/reviews/1q00/playstation
Re:Here we go again (Score:1)
It's not very deep, so even if installed in 600mm deep rack (480mm max install depth), it has some space for cables and air flow.
It's 10U high. Probably it just didn't fit into 8U case being only 16.6" deep.
Not everything needs to be cube because it was original some day, it may be a cube because the parts happen to fit best into that kind of case.
Export restrictions - Fictional? (Score:3)
Yes, the export restrictions on the PS2 got plenty of media attention, yes, there were plenty of authortative sources cited telling you exactly how many PS2s you could take home.
But about a month ago, a friend of mine traveled to Japan, and brought back eight PS2s. Yes, eight (8) of them.
With no problem. In fact, he asked customs about it when he arrived, and again, just before he bought them, and they laughed and told him that they had seen the news, but that there had never been any official hold on PS2s. In fact, one of them actually said something along the lines of "it's just for publicity".
Now, this is one person, and I have no idea where he came in/went out of Japan (other than by air between the US and Japan), but I would think that such a loose attitude would not exist in customs officials unless it really was just a PR stunt.
--
Evan (YMMV, IANAJ)
Re:credit where credit is due (Score:1)
Not the first time a submission is the first two paragraphs of the article it links to.
Cubes everywhere (Score:2)
You can make anything seem cooler by adding "cube" to the name. For example, "Sack of Shit" = bad, but "ShitCube" = good.
Re:Specs (karma whorin (Score:2)
Why not, since the CRT (or LCD) you're going to display that on isn't capable of any better. (TV screens are even worse, since the transmission standards impose a contrast range even lower than what the hardware is capable of.)
Now, when something like micromirror projectors become more widely available, increasing that might make more sense. (The Cineon image format for motion picture work uses I think 10 bpp, on a logarithmic scale to correspond to photographic film's range.)
Re:Specs (karma whorin (Score:1)
I would like a floating point color buffer personally, with stencil and accumulation buffers hardware accelerated.
Re:Rambus on this thing ? (Score:1)
The other 15 GSs are for full-scene antialiasing? (Score:2)
What could possess them to put this system together? Sixteen-way multiplayer? Did Square order a bunch of these? Hmm. Wait, I've got it... they're demo machines for showing pre-release PS2 games on at E3 and ECTS! Now it all makes sense. :^)
Coincidences... (Score:2)
there's even some similarities between the colors of the PlayStation logo and the colors of the NeXT logo...
anybody else see this?
Re:real time content generation? (Score:2)
Re:Cubes everywhere (Score:2)
What the heck is a Nintendo Star Cube?
The Star Cube is going to be Nintendo's next game console -- it was recently renamed from "Dolphin".
pronunciation (Score:1)
as in "G-Scube, I wonder where Fred and Daphne went?"
Re:Audio spec quite inadequate (Score:1)
Re:Price (Score:1)
Virtual sets (Score:1)
Also, as mentioned elsewhere, are the virtual actors (annanova, 'duke', etc.), and real time ad compositing and placement during sporting events and newscasts.
Re:How does this compare to... (Score:1)
Onyx2 Infinite Reality3 Multi-Rack system
256MB to 256GB RAM
up to 128 R12K processors and 16 visualization units
Up to 200M poly/sec
up to 7GPixel/sec fill rate
320MB frame buffer, 1GB texture RAM
8-tap AA
Onyx2 Infinite Reality3 Single-Rack system
256MB to 16GB RAM
up to 8 R12K processors and two visualization units
13.1M poly/sec per visualization unit
up to 480MB frame buffer
8-tap AA
Onyx2 Infinite Reality3 Deskside system
256MB to 8GB RAM
up to 4R12K processors
80 or 160MB frame buffer
64MB texture RAM
13.1M poly/sec
8-tap AA
In other words, in a machine that takes up about 4 cubic feet of space and requires a single outlet, Sony can outperform a vastly more expensive (and much larger), top-of-the-line SGI. However, SGI still has the GSCube whipped for RAM. In Sony's favor, though, the GSCube is designed to be a workstation, something which the Onyx2 IR3 can not claim.
Re:Cubes everywhere (Score:1)
Re:real time content generation? (Score:1)
More buzzwords in case they're running out of ideas for the next press release.
How about an interactive streaming internet tv show, where we get to vote someone off of the island.(Or out of the dev-team)
RenderWare & RenderVision... (Score:3)
(Actually, I work for the Fiendish Games [fiendishgames.com] part of Criterion...)
Criterion Software [csl.com] delivers RenderWare [renderware.com] on Sony Computer Entertainment's GScube Development System
RenderWare ushers in the future of real-time digital creation in the broadband era
NEW ORLEANS, July 25th, 2000 - Criterion Software [csl.com] today announced a major milestone in its mission to provide a seamless digital content development path from concept to delivery, with the demonstration of its market leading Renderware3 [renderware.com] interactive 3D graphics middleware driving Sony Computer Entertainment Inc.'s GScube visualizer prototype for e-cinema and real-time digital content creation.
A subsidiary of Canon, headquartered in Guildford, UK, Criterion Software Ltd. [csl.com] is the leading developer of multimedia middleware for convergence platforms, including next generation videogame consoles, digital televisions and web terminals.
"We reshaped the world of 3D middleware with the invention of our Renderware3 [renderware.com] Powerpipe architecture." said David Lau-Kee, President, Criterion Software [csl.com], "Powerpipe is a uniquely flexible graphics software architecture that allows unprecedented control over content-specific processing, special effects and acceleration. Now, driving the GScube development system, the benefits of this flexibility towards the creation of insanely inventive digital content by studios across all forms of visual entertainment become startling clear."
Subject to agreement, Criterion Software [csl.com] expects to provide its 3D middleware and tools, including Renderware [renderware.com] for 3D programmers and RenderVisionTM for 3D artists, to GScube application and content developers in the near future.
"Criterion Software is a valued partner for our PlayStation2 middleware program," said Makoto Hatakenaka, Vice President, Sony Computer Entertainment Inc. "and we are pleased that they are providing the same high level of commitment and support to GScube, our next step in pioneering the creation of real-time digital entertainment.
Sony Computer Entertainment Inc.
Recognized as the undisputed global leader and company responsible for the progression of consumer-based computer entertainment, Sony Computer Entertainment Inc. (SCEI) manufacturers, distributes and markets the PlayStation game console and PlayStation2 computer entertainment system. SCEI, along with its subsidiary divisions Sony Computer Entertainment America Inc. and Sony Computer Entertainment Europe Ltd., develops, publishes, markets and distributes software, and manages the third party licensing programs for these two platforms in the respective markets worldwide. Headquartered in Tokyo, Japan, Sony Computer Entertainment Inc. is an independent business unit of Sony Corporation.
Criterion Software [csl.com]
Criterion Software develops and distributes the market leading 3D middleware tools for convergence platforms, including RenderWare3 for 3D programmers and RenderVision for 3D artists, and distributes complementary 3rd party tools, such as Metrowerks CodeWarrior® game development tools for PlayStation2 computer entertainment system in Europe and North America.
RenderWare is a registered trademark of Canon Inc. RenderVision is a trademark of Criterion Software Ltd. PlayStation is a registered trademark of Sony Computer Entertainment Inc. All other company and product names may be registered trademarks or trademarks of their respective companies/holders, and are hereby recognized.
We've seen this before... (Score:2)
Looks like the claimed specs for the 3DFX Voodoo5 6000!
*joke*
Re:Efficiency (Score:2)
Re:Software (Score:1)
How does this compare to... (Score:2)
Also for all those saying this won't be a good game box, read the goddamn article.
Re:Efficiency (Score:2)
Re:Specs (karma whorin (Score:1)
Re:What software is available for it? (Score:1)
Re:Sony (Score:1)
Re:CG/CGI Mistakes (Score:1)
Re:I wonder how it's pronounced.. (Score:1)
Re:credit where credit is due (Score:1)
I *thought* it was in rather poor taste not to indicate the source. My mistake.
Thanks. Back to snorkeling mode.
Re:Software (Score:1)
The OS will be Final Fantasy. The cursor is just a character that runs around a map to different towns(directories) and enters shops(programs).
That's all I can think of for now.
joel
Re:Sony (Score:1)
There's absolutely no question in my mind! They've made it clear that they will continue to support the OS, and they have. The BONE (BeOS Networking Environment) and OpenGL rewrites should be proof enough. Plus, I don't know if you're on the BeUserTalk list, but there is a massive ammount of support coming from people outside of Be, Inc. Even from within Be, I've always gotten responses right away, and not auto-responses either :) Real people at the keyboards there.
-G
Linux is only Free if your time is worth Nothing
Re:real time content generation? (Score:1)
Seems to me that the seems to bein the article quote is important, here.
There is a tendency to be 'net centric in this day and age, which, in this case, may blind us to the observation that there are many LBE (location based entertainment) applications (for example) for a device like this. Regular visitors to SIGGRAPH may remember the popularity of "The Cave" and other immersive environments including Egghead Shred, an interactive game involving 3500+ players in real time.
What this may really be about is the continued trend of commoditization of hardware. If this were just 16 PS2s, then I could buy them for about $6500. Assuming a 2.5x multiple (because this is not a consumer device), we're still talking about $20k. Compare this against SGI Onyxs and similar workstations. This has been a trend since 1984, when I was with the company that introduced the first 24-bit paint system on an MS-DOS-based PC at SIGGRAPH. It was a fraction of the cost of competing proprietary systems.
While software is very important, it may be that extensions of game development systems and not more traditional 3d modeling/ rendering/animation systems are what's needed. I don't think that weather rendering for broadcast graphics is the best application (though at the price it might be cheaper than existing alternatives and my guess is we'll see something like this at NAB next year), but the SciVi (Scientific Visualization) camp will really love this tool -- and that's where I'd expect to see the GSCube shine at next year's SIGGRAPH, in addition to LBE uses.
FWIW. The 32-bit (RGBA) limit is not all that distressing (to me). The real need for more than 8-bits/pixel comes in when doing many layers of compositing -- to compensate for rounding errors in calculations. With not enough bit depth you get artifacts, eventually. If everything is being rendered in "real time" w/sub-pixel accuracy, then bit-depth issues associated w/compositing go away. Also remember that this is motion, not still imagery, and that the eye is very forgiving in trade-offs between temporal bandwidth and physical/color resolution (bandwidth).
Measured how? (Score:1)
Re:What software is available for it? (Score:2)
If they should go linux and provide OpenGL, then the road to Maya might be shorter than you think, considering that Maya is being ported to linux [slashdot.org].
Problems? (Score:1)
Re:And this is good why? (Score:1)
Windows '95 OSR2. Complete with real time rendered 3d cards in Solitaire of course. This ought to increase the user base for windows by at least 13! I know I sure couldn't live without 3d rendered cards.
Re:Specs (karma whorin (Score:2)
>a pitiful 32 bits per pixel
Never mind that the human eye can't resolve color even that well (about 16bpp, glad you asked). Sure, there are some fun things you can do by treating non-color attributes - e.g. transparency - as though they were colors, increasing the on-paper bpp, but when it comes to the output this little numbers game is of no benefit to consumers.
>besides the enormous amount of CPU and bus bandwidth, there really isn't anything here that can't be found on the average 1999-2000 consumer PC hardware.
Yeah, besides that. Besides the most important determinants of overall system performance, which involve the most difficult design challenges, it's just like a PC. That's like saying that besides the armor plating and the big gun on the front an Abrams tank is just like the family car...in other words it's a totally meaningless statement.
Audio spec quite inadequate (Score:2)
It would at least be helpful if someone could get info on the thing's internal bus bit-depth: if _that_ is 16 bit too, we're talking 'The Horror! The Horror!' time. Even a sound-tracker I've occasionally worked with (PlayerPro) has gone to running internal DSP busses at 32 bits and dithering to 16 for output- outputting 20 or 24 bit would be better still for professional work. The bar's being raised pretty damn rapidly when a ill-funded audiogeek like me can work in 20 bit analog mixing, all ready to feed DVD-audio at full resolution. If this GScube is not capable of doing better than 16 bit output that's a major problem. Can't it at least do 8 outputs at 24 bit by storing the least significant bits on dedicated tracks? Hell, my _ADAT_ can do that (or could if I had two of 'em :) )
Yes! I want one! (Score:1)
Sure it's difficult to program, but with that much CPU power, theres no way this baby isn't going to get supported.
This will be used initally to generate virtual sets, and probably in the sports-titling field.
It will also find immediate application in the film industry - George Lucas will be able to interact with a guy playing jar jar binks and see him as jar jar binks in realtime... I doubt it will make Star Wars 5 a better movie after the absymal 4, but hey.
Those IMAX movie presentations will immediately be converted to use this as rendering horsepower, and i can think of a whole lot of other applications.
I honestly can't believe people are looking at this machine and saying 'it sucks cos it doesn't have enough colour depth' or 'it sucks because it only does 16-bit audio'...
Not enough colour depth? then write your own 128-bit graphics pipeline, implement it in software, and resample to 32-bits only when you come to the final rasterisation stage. You can't tell me that 32-bit colour isn't enough for final render.
no professional musician or audio engineer is going to use this box as a digital recorder, though it might very well make an awesomely powered DSP engine and synth.. but you'd dump that data over a serial interface to a D/A converter.. if youre spending the money to develop the software to do it, then that extra little step is a drop in the ocean.
This machine is about making mindblowing 3D graphics applications available at a price point that was unthinkable last year.
And you have to respect that.
Re:Software (Score:1)
I am at Siggraph right now... (Score:2)
From what the guy said, their was 500000 polygons on the screen. He also said it was a prototype and that Sony doesn't sell them yet.
Re:First! (Score:2)
Anybody know how this thing compares to the SGI machine just named? And are they using these things for the Final Fantasy movie that's coming up?
Software. (Score:1)
However, I would not like to see Linux on this one, and definitely not GCC either. Both suck in their MIPS-implementation. And to the one's who talked about porting Maya etc from X86 to MIPS. Why??? Maya and SoftImage already exists for SGI's MIPS-machines, and that would be MUCH more simple to port =)
Besides, one company that has already proclaimed support for this piece of hunky cool hardware is Alias|Wavefront, makers of Maya.
Development? (Score:2)
Price (Score:1)
Re:real time content generation? (Score:1)
Re:Why the EE is good for this stuff (Score:2)
This is wrong. The consumer level version of the chip is poor (not terrible) for general purpose use, but this is because it needs to be in a $299 device. So, for example, there's only 8K of data cache and 16K of instruction cache, and the clock speed is a "slow" 300MHz. There's no reason that both of these have to be true in high-end device. In fact, Sony has said that they plan to pushing for higher speed chips.
Hmmm...re-reading the above I find it humorous that a 300MHz chip isn't treated with reverence. Heck, that was top of the line in 1998. And when you look at the amazing PlayStation games that have been done with a 30MHz processor...
My guess on the system uses (Score:1)
I see the system more used as an interface to displaying precreated models interacting in an environment. Similar to 3D video games.
What you should be able to do with this system is load in some textured models, lights and the like, like there are in any game, and have it "hardware render" the frames as you watch. Like any 3D game. The main difference is that now you would have 16x's the power of the PS2 so you could handle more objects, more poly's or maybe larger textures, but that is doubtful.
The output could be a digital signal that is then read by a system that can display it real time, if needs be, or to store it for later viewing.
I am unsure why they are going this route but it seems like a no brainer if you have everything you want mostly pre-defined. You can use a package like A|W's Maya and create everything you need, throw it in the PS2 and play with the objects.
I don't see this being used in a tradition 3d animation sense. The textures and models need to be of a higher quality than what I see the PS2 being able to provide. The motion needs to be key framed so the animator can go back and tweak movement to fit the mood or the sound track.
You could use this to produce "good enough for web" videos or live content but I see that as being the limit.
Here we go again (Score:2)
That said a nice purple anodised aluminium one would look quite cool on my desk.
Seriously though it should be quite cool to see what sort of real time content it can produce. I'd like to see more of the entirely CGI environment that real ppl can be placed into. BBC news certainly used to have something similar to that.
developers are struggling with emotion engine (Score:2)
yup...its obligatory...you know...for kids! (Score:1)
"They think its sexist"
Efficiency (Score:1)
CPU specs? (Score:2)
Weapons grade (Score:1)
Re:Specs (karma whorin (Score:1)
credit where credit is due (Score:2)
http://ps2.ign.com/news/22490.html
Re:Very cool... (Score:1)
No, it's something designed to work with multimedia. Who in their right mind would use it for a webserver [betips.net]?
Just a matter of time (Score:1)
Cluster in a box? (Score:1)
$ cat < /dev/mouse
Re:Cluster in a box? (Score:1)
$ cat < /dev/mouse
Re:Here we go again (Score:2)
Re:CG/CGI Mistakes (Score:1)
--
Re:CG/CGI Mistakes (Score:2)
Probably, NUMA would be a crutch (Score:1)
IMO this machine is much too difficult to master for anyone but the tool developers, and since they are already dealing with so much nitty gritty dealing with the segmented memory directly (and more efficiently) wont add that much more work.
Re:Here we go again (Score:1)
Anyway, who's going to put them into some rented server room? They don't seem like webservers to me..
Re:Cubes everywhere (Score:2)
Re:Export restrictions - Fictional? (Score:1)
In any event, I don't think it was just a stunt, as we have just as many outdated 'weapon' classifications for stuff like crypto and the Apple G4 in the US.
Features (Score:1)
Yep, VAX 11/780 as an arcade machine... (Score:4)
Heh, yep. About two decades ago when I was working at Concordia University we got in a brand spanking new VAX 11/780, complete with a Norpak graphics unit for some mechanical engineering project, and an A/D - D/A converter for some speech recognition project.
Starting from a simple program to put a shape on the graphics screen and move it around, it wasn't long before I had multi-player "Vaxteroids" running on it: input was by keyboard from the various VT-52 terminals in the room, display was on the central large monitor connected to the graphics box (not card!), and sound was via an amp and speaker I'd rigged up to the D/A outputs. The whole thing written in Fortran, running under VMS no less.
Not quite up to the likes of Galaxian that was hitting the arcades about that time, but better (IMHO) than original Asteroids and multi (up to 4) players (kind of a cross between Asteroids and Space War).
About games (Score:1)
Well, letsee now... (Score:1)
Yes, they haven't released which OS the GScube will run, but Linux would be a front runner- free, already runs on MIPS anyway, already has a application base that could be fairly easily moved over (and the companies in question would do that in a heartbeat if they thought this machine would take off...).
Why the EE is good for this stuff (Score:2)
start with these excellent articles from ArsTechnica [arstechnica.com]:
Emotion Engine overview [arstechnica.com]
Comparison of the EE's rendering process to that of a typical PC + graphics card [arstechnica.com]
The second article is, IMO, the particularly interesting and relevant one, since the approach to rendering taken by today's high end graphics workstations from SGI et. al. is more similar to the PC + graphics card way of doing it than the EE way of doing it. Or rather, the PC + graphics card way of doing it was copied from the workstation approach. Of course, the major problem spot of the PC + card approach to rendering--the horrible bandwidth from the motherboard to the graphics card (the AGP bus is a joke compared to what would be required to actually stream textures into the graphics card in real-time; as it is now, entire levels must be loaded into the graphics card memory and stay there until the next level is accessed)--is not such a problem on a high-end workstation. It'll be quite interesting to see how this GScube thing compares, but the specs are there for it to make a very inexpensive and powerful alternative to the standard SGI stuff.
Re:Specs (karma whorin (Score:1)
Basically, he's saying that with higher fill rates, more multipass rendering is possible (dispaly resolutions aren't going to increase to match by that much, and getting 5000 FPS is kind of a waste, so more multipass rendering is the most effective use of it), but with that many more passes comes more error, even at 32 bit. It may not matter now on most consumer cards, but on a machine like this it's going to show up if you push it to its limits.
$5000 for a machine that'd crush most PC's? (Score:1)
And this is a coincidence? (Score:1)
Why not just take an Apple form factor, add a GS and call it our own product? GScube. Transpose: cubeGS. Rhymes with: IIgs.
:-)
----
Re:CG/CGI Mistakes (Score:1)
warning, audiogeek DSW ;) (Score:3)
This is simply not finely grained enough for professional use. Do some calculations- first, you know what 8 bit audio sounds like? Familiarize yourself with how bad that sounds and how grungy it is. In 16 bit linear encoding, 8 bit sound is present at a volume level of 0.39 percent of the total volume of the recording (less than a hundredth of full volume). This does not sound significant, but check that out in _db_- volume is _logarithmic_. In decibels, that 'grunge zone' with eight bit resolution is not 96 db down, not 80, but around _50_ db down. 50 db and 96 db are pretty damn different, aren't they? 50 db is within the range of any junky thing with speakers on it.
When you say that 16 bit is 96 db and 96 db down is 'the quietest sounds you can hear' you are conveniently overlooking the fact that those 'sounds' 96 db down are _one_ _bit_. One bit is not 'sound'. One bit is old PC speakers or music played over the one-bit tone generator on old Apple IIs. I would argue that 8 bits is not sound either, but cheap noise to send over the web or something- and if you listened to 8 bit audio even at 44.1K you'd likely agree. Yet that 8 bit zone is in _all_ 16 bit recordings, a mere 50 db down. Anything around 50 db down is being represented by merely 8 bits... hell, 12 bits is still noticably compromised and that is a mere 20 db down. This sort of thing is not acceptable for professional work- hence the amazing and deeply needed proliferation of 20 and 24 bit devices, and of internal busses of DSPs running at 24 or 32 or even 48 bits or more, for doing calculations without losing everything to rapidly accumulating bit error.
20 bits, 24 bits are not perfect, but they are a hell of a lot better. A 20 bit unit like my ADAT is running around 12 bits where a CD would be down to 8- which is enough better (it's 50 db down after all) to leave little room to gripe. 20 db down, the 20 bit unit is at 16 bits. If you have a fully 24 bit unit, it's going to have 16 bits available a whole 50 db down, and get very close in practice to what you mistakenly believe for 16 bit digital audio- that you'll get infinitesimally faint sounds recorded and sounding convincing and believable. There's no way you're going to do that with 50 db down having all the resolution of a Sun .au file, but it doesn't take all that many more bits to fix matters.
I should thank you for inspiring me to hunt down these various formulas and tables and to work this out mathematically- I didn't realise it was quite as bad as it is! :) It's a piss-poor engineer who can't get 50 db of dynamic range out of his recordings if he tries :)
When you are looking at your specs, use these numbers for a reference of what the maximum signal quality is for various bit depths (given linear encoding these are the SAME NUMBERS as Matt gives- but ouch, when you get a sense of what it actually means in practice!)
Re:The other 15 GSs are for full-scene antialiasin (Score:2)
Re:real time content generation? (Score:2)
For starters, much of what Avid [avid.com] does. Real-time effects for news and sports shows, for example.
Re:Why the EE is good for this stuff (Score:2)
Have you read the articles I linked to?? I'd guess not.
If you did, you'd find that the EE is very strongly optimized for SIMD and not at all for general purpose computing. In effect it's sort of like an AltiVec latched onto a 68030 core instead of a G3/G4.
Hmmm...re-reading the above I find it humorous that a 300MHz chip isn't treated with reverence.
I wasn't dissing the clock-speed. Indeed, I wasn't dissing the chip at all--I was defending its ability to go up against SGI machines, for cryin' out loud! I was simply pointing out that it was designed to handle 3D graphics, not as a general purpose chip. If you think that's an insult against the EE, then you don't know very much about it.
Re:The other 15 GSs are for full-scene antialiasin (Score:2)
Ohhhh, so that's why those two penguins are there when I boot up. I always thought it stood for Supports Multiple Penguins. Silly me.
real time content generation? (Score:4)
What do they mean by real time content generation? Is the article just throwing out buzzwords or do they think that someone is going to be creating something on one of these boxes and simultaneously uploading it so that it can be streamed from a "powerful server?" That would seem a little hard to swallow. Are they trying to say that these things can render so quickly that they will practically (or actually) be able to pull off real-time raytracing as a developer is creating something, so once he has finished he can send it to the server to be downloaded to everyone lucky enough to have a high-bandwidth connection?
mmm...real-time raytracing. that would be something.
Moller
Re:Specs (karma whorin (Score:3)
That's a good pointer. Thank you.
What he's talking about is basically roundoff error that occurs when multiple operations are applied to a pixel. He may have a point. OTOH, there's a little voice in my head that says the accumulation of roundoff errors is not really inevitable but is really an artifact of exactly how and in which order those operations are done in a "traditional" rendering scheme. Obviously it's going to be even worse with something like 3dfx's fractional-pixel FSAA scheme. Maintaining higher-precision color information, at least in some parts in the rendering process, may be the easiest solution, but I think we also need to consider whether this accumulation of roundoff errors is a sign that traditional rendering methods are headed down the wrong path entirely.
Re:real time content generation? (Score:3)
Or as another poster suggested, put to better use for things like weather reporting.
Thad
Computer Entertainment (Score:2)
To me, the most entertaining part is building the broadband network infrastructure itself - once that's done, it'll just be a pipe for all the same old commercials, spam and asst. garbage that clogs up AM radio, TV, Cable, telephones, snail mail, email, search engines, etc. Ya know, business as usual
Have a fun day....
The export restrictions debacle all over again? (Score:4)
It is believed by many that Sony had in fact asked it's government to do this in order to:
and thus has considerable processing muscle, wouldn't it be extremely ironic if the GScube is placed under strict export laws by the Japanese government because it is a mini-supercomputer that can become a "threat to world peace by 'rogue states'." Now wouldn't that be a hilarious thought?
What software is available for it? (Score:4)
Competition (Score:2)
-- Dave
Native software could be a problem. (Score:3)
A) Heavily tweeked or
B) Simply serve as a host for some special access libraries. This is a very parallel machine with a lot of quirks (graphics RAM divided into 16 32MB chunks for example) (read the article about the difficulty of programming the Playstation 2 earlier on
Re:Very cool... (Score:2)
A) That's his personal machine and he uses BeOS on it, and
B) He wants to show support for the platform.
The GScube is not designed for web serving. Its got small caches and unspectacular integer performance. Additionally, you're essentially wasting the 512MB or graphics RAM and the 16 graphics processors. Its like buying an SGI Infinate Reality to do webserving. Sure its doable (maybe it won't be, the GScube might use a custom OS) but you'd be wasting your money on the additional graphics hardware, and you'd be getting less performance than you would have from a much cheaper machine that was designed to handle webserving.
I wonder how it's pronounced.. (Score:3)
Gee Scoob Eee?
Hey! Scooby snacks for everybody!
Rami James
Guy who fried his brain today. (Must.. go.. home!)
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Re:Another cube (Score:2)
Re:real time content generation? (Score:2)