World's first fastest full 128 bit CPU and Graphics rendering processor using embedded DRAM technology annouced by Sony Computer Entertainment Inc (SCEI)
On Tuesday the 16th of February SCEI and Toshiba made a joint annoucement at the 1999 IEEE international Solid-State Conference (ISSCC) in San Francisco about a new 128 bit microprocessor callled the Emotion EngineTM jointly researched and codeveloped by SCEI and Toshiba. Sony also took this opportunity to annouce the development of it's Graphic rendering processor using embedded DRAM technology.
The purpose of the Conference was to talk about the chip's potential for future computer entertainment applications. Director Masakazu Suzuki discussed the technical specification of two chips that would work with high-end network applications with the possibility of it being the core media processor for future digital applications. The 128 bit CPU is known as the "Emotion EngineTM.
Emotion Engine
SCEI claims that in order for the Emotion Engine to process massive multimedia Information at the fastest possible speeds approaching the performance of a super computer in floating points calculations its data bus, Cache memory as well as all registers are 128 bits which are all integreted in a single chip LSI together with the state of the art 0.18 micron process technology.
It features both a CPU(Central processing Unit) and an FPU(Floating point unit) as well as 2 VPU(Vector processing units VPU1 and VPU2). The CPU will run at 300MHz with a 3.2 GB/sec bus memory bandwidth and a loating point calculating performance of 6.2 GFlops/sec. It incorporates an MPEG2 decoder circuit and high performance DMA controllers. Thus it is possible to do complicated physical calculations,NURBS curve generation and 3D geometric transformations, which are difficult to perform in real time with PC CPU's, to be performed at high speed.
Given it's massive floating point performance and it's peak calculation performance of 66 million polygons/sec in the calculation of 3D computer graphics the performance is comparable with that of high-end graphics workstations (GWS) used in motion picture production.Sony are touting the system as having data processing speed several times faster than Intel's new Pentium III technology.
Emotion Engine Features and General Specifications
CPU core 128 bit RISC (MIPS IV-subset)
Clock Frequency 300MHz
Integer Unit 64bit (2-way Superscalar)
Multimedia extended instructions 107 instructions at 128 bit width
Integer General Purpose Register 32 at 128 bit width
TLB 48 double entries
Instruction Cache 16KB (2-way)
Data Cache 8KB (2-way)
Scratch Pad RAM 16KB (Dual port)
Main Memory 32MB (Direct RDRAM 2ch@800MHz)
Memory bandwidth 3.2GB/sec
DMA 10 channels
Co-processor1 FPU (FMAC x 1, FDIV x 1)
Co-processor2 VU0 (FMAC x 4, FDIV x 1)
Micro Memory (I:4KB D:4KB)
Vector Processing Unit VU1 (FMAC x 5, FDIV x 2)
Micro Memory (I:16KB D:16KB)
Floating Point Performance 6.2GFLOPS
Geometry
+ Perspective Transformation 66Million Polygons/sec
+ Lighting 38Million Polygons/sec
+ Fog 36Million Polygons/sec
Curved Surface Generation (Bezier) 16Million Polygons/sec
Image Processing Unit MPEG2 Macroblock Layer Decoder
Image Processing Performance 150Million Pixels/sec
Gate width 0.18 micron
VDD Voltage 1.8 V
Power Consumption 15 Watts
Metal Layers 4
Total Transistors 10.5 Million
Die Size 240 mm2
Package 540pin PBGA
REFERENCE DATA
Peak Performance approx.
|
| Integer operation(GIPS)
| Main memory bandwith(GB/S)
| Floating point operation(GFLOPS)
|
| Pentium II (400MHz)
| 1.2
| 0.8
| 0.25
|
| Pentium III (500MHz)
| 1.5
| 1.0
| 2.2
|
| Emotion Engine (300MHz)
| 0.5
| 3.2
| 6.2
|
Floating Point Vector Performance approx. (M Vector/sec)*
|
| Geometric and perspective transfomation
| 1/Distance
| Distance
| Geometric Transfomation
|
| Pentium II (400MHz)
| 10
| 18
| 18
| 16
|
| Pentium III (500MHz)
| 27
| 27
| 27
| 38
|
| Emotion Engine (300MHz)
| 67
| 47
| 67
| 150
|
Emotion Engine performance based on measured data. For Pentium II and Pentium III, theoretical maximum values based on manufacturers figures and other published data.
*4 dimensional calculation to single precision floating point.
Graphics Rendering Processor
The graphics synthesizer incorporates a massively parallel rendering engine with a 2,560 bit wide bus ( this is about 20 times the size of leading Pc-based graphics accelerators).
With the use of the embedded DRAM process technology poineered by SCEI very high pixel fill rates and drawing performance is achieved.The rendering function for 3D object is capable of generating image data that supports NTSC/PAL televisions, High Defination TV and VESA output standards. The rendering capabilities of graphic systems is defined by the memory bandwidth between the pixel engine and the Video memory. Due to the integretion of the pixel logic and the video memory on a single high performance chip. There is a 48-Gigabyte memory access bandwidth. This allows order of magnitude greater pixel fill rate performance compared to today's Pc-based graphics accelerator. This new architecture can also execute recursive multi-pass rendering processing and filter operations at a very fast speed without the assistance of the main CPU or main bus access. Graphics which have previously been possible on high-end workstations look set to be brought to the mass market through this hardware.Sony's new harware promises to model real world physics in a manner previously unseen in computer graphics.
SCEI claims the graphics synthesizer will help accelerate the convergence of movies, music and computert technology into a new form of digital entertainment.
Graphics Synthesizer - Features and General Specifications
GS Core Parallel Rendering Processor with embedded DRAM
Clock Frequency 150 MHz
No. of Pixel Engines 16 (in Parallel)
Embedded DRAM 4 MB of multi-port DRAM (Synced at 150MHz)
Total Memory Bandwidth 48 Giga Bytes per Second
Combined Internal
Data Bus bandwidth 2560 bit
Read 1024 bit
Write 1024 bit
Texture 512 bit
Display Colour Depth 32 bit (RGBA: 8 bits each)
Z Buffering 32 bit
Rendering Functions Texture Mapping, Bump Mapping
Fogging, Alpha Blending
Bi- and Tri-Linear Filtering
MIPMAP, Anti-aliasing
Multi-pass Rendering
Rendering Performance
Pixel Fill Rate 2.4 Giga Pixel per Second
(with Z buffer and Alphablend enabled)
1.2 Giga Pixel per Second
(with Z buffer, Alpha and Texture)
Particle Drawing Rate 150 Million /sec
Polygon Drawing Rate 75 Million /sec (small polygon)
50 Million /sec (48 Pixel quad with Z and A)
30 Million /sec (50 Pixel triangle with Z and A)
25 Million /sec (48 Pixel quad with Z, A and T)
Sprite Drawing Rate 18.75 Million (8 x 8 Pixels)
Display output NTSC/PAL
Digital TV (DTV)
VESA (maximum 1280 x 1024 pixels)
Silicon process technology 0.25 ( 4-level metal
Total number of transistors 43 Million
Die size 279mm2
Package Type 384 pin BGA
Graphic Processor Reference Data approx.
|
| Pixel fillrate(M Pixels/sec)
| Polygon count (M polygons/sec)
|
| Graphic synthesizer
| 2400
| 50
|
| InfiniteReality2
| 800
| 12
|
| PowerVR2
| 200
| 3
|
CHIPS PRODUCTION INFO.
|
| EMOTION ENGINE
| GRAPHICS SYNTHESIZER
|
| Company name
| To be determined
| To be determined
|
| Established
| April 1999
| April 1999
|
| Location
| Oita,Japan
| Nagasaki,Japan
|
| Ownership
| 51% Toshiba, 49% SCEI
| 100% SCEI
|
| Initial capital
| 100 million Yen
| to be determined
|
| Initial production capacity
| 10,000 wafers a month
| 10,000 wafers a month
|
| Availability
| Fall 1999
| Spring 2000
|
| Technology
| 0.18-0.15 micron process
| 0.18 micro embedded DRAM process
|
FIRST APPLICATION
The first system to use these chips is the Next Generation Playstation. It comes as no suprise since Sony had explained that the chips advanced technology will put it at the forefront of digital entertainment. With these chipsets at its heart the next-generation Playstation is able to combine richly detailed graphic quality with the ability to generate worlds,character, behaviours and complex physical simulations in real-time. The system is able to simulate not just how the images look, but how the characters and objects in a game think, act and behave. This concept is called "Emotion SynthesisTM" and requires a computer system with a massive floating-point mathematical calculation capability far beyond the current state-of-the-art workstations and approaches the performance of large scale supercomputers used in scientific simulation.
The I/O processor chip for the next generation Playstation has integreted in it USB host controller and the IEEE 1394 link and physical layers. The USB interface is compatible with OHCI (Open Host Controller Interface) and can handle transfer rates of 1.5Mbps and 12Mbps. The IEEE 1394 Can handle data transfer rates of between 100Mbps and 400Mbps. The use of these interfaces allows the connectivity of the new playstation system to a variety of other systems and comsumer products such as VCR,set top box, Digital Camera, Printer,Joystick,Keyboard and mouse amongst others.
This system is expected to be available in Japan by Spring 2000.
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