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Architecture of the Playstation 2

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51–59 of 59 posts

Re: Architecture of the Playstation 2

#51
post #38

I ran across an interesting factoid a while back where a line was drawn between the Amiga CD32 and PS2 - that somehow Sony picked up where Commodore left off but I’ve been unable to find a reference since and I’m certain at this stage I’ve got the names and dates mixed up ... anyone heard anything like this?

I suppose you might argue that the amiga paved the way for the architecture of the PS2 - the copper chip ran a rudimentary display list, the blitter hardware accelerated graphics operations. But I wouldn't say there is a direct relationship... wait you're not talking about the CDTV, are you?

Maybe it was blitter etc

Nope not CDTV, CD32 was a later project and really quite good but C= couldn’t sustain it. The story I think I heard was that the similarity in the controllers was some sort of homage. Maybe it was PS1 rather than PS2 ... thinking about the timeline that all lines up, and Sony would have been looking for a jumping in point rather than starting from scratch after being burnt by Nintendo.

Re: Architecture of the Playstation 2

#52
post #23
post #21

Edit: why am I talking about the PS3 cell? This article is about the PS2. :facepalm: please ignore, too late to delete? Unmentioned is perhaps the coolest fact, about how it all went down: The leading lady of chip design Lisa Su (presently President & CEO of AMD) parlayed her existing chip-design experience first doing Silicon-on-Insulator research at MIT, then spending some years fixing some copper interconnect emer…

Cell was a disappointment in the PS3 though. It was such an underperformer that the SPEs couldn’t be used for their intended role as a GPU and got shanghied into being used like SMT cores, while a whole separate GPU chip had to be added into the design at the last minute to compensate. The Cell’s weak CPU performance, strange programming model, and weak developer tooling was a problem for pretty much the whole genera…

[deleted]

Re: Architecture of the Playstation 2

#53
post #23
post #21

Edit: why am I talking about the PS3 cell? This article is about the PS2. :facepalm: please ignore, too late to delete? Unmentioned is perhaps the coolest fact, about how it all went down: The leading lady of chip design Lisa Su (presently President & CEO of AMD) parlayed her existing chip-design experience first doing Silicon-on-Insulator research at MIT, then spending some years fixing some copper interconnect emer…

Cell was a disappointment in the PS3 though. It was such an underperformer that the SPEs couldn’t be used for their intended role as a GPU and got shanghied into being used like SMT cores, while a whole separate GPU chip had to be added into the design at the last minute to compensate. The Cell’s weak CPU performance, strange programming model, and weak developer tooling was a problem for pretty much the whole genera…

There's a good On the Metal podcast with Jonathan Blow as the guest, where he talks about his experience with the Cell processor. He also states that in his experience, the idea didn't really pan out.

https://open.spotify.com/episode/66a1dd3c2CbXLgTtMmaXUt?si=5...

Re: Architecture of the Playstation 2

#54
post #49

Earlier quoted context omitted.

The N64 RSP is similar. I've been playing with a N64 RSP assembler that'll understand how instructions can dual issue, and give warnings when two instructions on the same line can't dual issue, so I can for sure see myself using excel back in the day to help manage the complexity.

Is that the bass assembler, or something else? I've been playing around with the default assembler setup in libdragon, but I'd be curious about trying something more intuitive.

It's an assembler I'm writing as a Rust proc_macro. Lets you do fun stuff like share constants between Rust running on the main CPU and the RSP, and handles some runtime code generation pretty nicely

Re: Architecture of the Playstation 2

#55
post #51

Earlier quoted context omitted.

I suppose you might argue that the amiga paved the way for the architecture of the PS2 - the copper chip ran a rudimentary display list, the blitter hardware accelerated graphics operations. But I wouldn't say there is a direct relationship... wait you're not talking about the CDTV, are you?

Maybe it was blitter etc Nope not CDTV, CD32 was a later project and really quite good but C= couldn’t sustain it. The story I think I heard was that the similarity in the controllers was some sort of homage. Maybe it was PS1 rather than PS2 ... thinking about the timeline that all lines up, and Sony would have been looking for a jumping in point rather than starting from scratch after being burnt by Nintendo.

>CD32 was a later project and really quite good

CD32 was a repackaged Amiga 1200. It was the worst fifth generation game system. It featured such gems as Wing Commander running at 1 frame per second.

Re: Architecture of the Playstation 2

#56
post #46
post #33

Earlier quoted context omitted.

The story I heard was of a very, very heavily macro-based excel sheet that would automatically highlight possible problems including pipeline stalls in one of the VLIW units. Been looking for confirmation or just a screenshot of that monster since :D

I found a comment from me speculating on how such a spreadsheet be set-up: https://news.ycombinator.com/item?id=12294472 I can't find any evidence of actual spreadsheets. They probably would have been setup by each programmer for their liking and maybe shared between programmers on the private sony sdk message board. Or maybe I have an overactive imagination. But I have heard is that the leaked Playstation 2 SDK from…

Interestingly enough, it could be that said VUEditor embeds Excel. These days it seems forgotten trick, but all of MS Office on Windows provides components that allow you to embed features inside your own programs

Re: Architecture of the Playstation 2

#57
post #49

Earlier quoted context omitted.

Is that the bass assembler, or something else? I've been playing around with the default assembler setup in libdragon, but I'd be curious about trying something more intuitive.

It's an assembler I'm writing as a Rust proc_macro. Lets you do fun stuff like share constants between Rust running on the main CPU and the RSP, and handles some runtime code generation pretty nicely

Not to pry too much, but I'd love to learn more about it. Is there a chance you have it on Git(ea/Lab/Hub/etc.) somewhere?

Re: Architecture of the Playstation 2

#58
post #39

Earlier quoted context omitted.

Including the Xbox and GameCube. Well, the Xbox was built out of significantly more "general purpose" parts than the GameCube, but both still handily outperformed the PS2.

I'm really surprised how the Gamecube was able to run circles around the PS2, despite being cheaper and using just a standard CPU/GPU combo.

It wasn't though. The cube had a few extras built in, particularly in texturing (compression and a texture register combiner), but in terms of flexibility and straight line speed the ps2 is definitely ahead. Burnout 3 and revenge, for example, were not possible on gamecube at the same level of performance. Gamecube has no vertex shader equivalent and has less than 1/2 the SIMD throughput per clock.

Re: Architecture of the Playstation 2

#59
post #55
post #51

Earlier quoted context omitted.

Maybe it was blitter etc Nope not CDTV, CD32 was a later project and really quite good but C= couldn’t sustain it. The story I think I heard was that the similarity in the controllers was some sort of homage. Maybe it was PS1 rather than PS2 ... thinking about the timeline that all lines up, and Sony would have been looking for a jumping in point rather than starting from scratch after being burnt by Nintendo.

>CD32 was a later project and really quite good CD32 was a repackaged Amiga 1200. It was the worst fifth generation game system. It featured such gems as Wing Commander running at 1 frame per second.

It was a fine machine, and though it was weaker than its competitors it was ahead of the curve. You say “repackaged Amiga 1200” like that’s a bad thing. The Amiga was the premium home personal computer of the early 90s and only ever died out because of mismanagement at Commodore.
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