- PlayStation 3 where the around of memory is strengthened
As for PlayStation 3, when you compare with PlayStation 2, around the memory it is strengthened relatively. Concretely, it reaches the point where many DRAM tips/chips are loaded. With latest XDR DRAM, as for the largest reason where 3 DRAM vendors enter there is there. Last year, as for a certain DRAM industry authorized personnel the number of DRAM tips/chips which PlayStation 3 loads is many "PlayStation 2 compared to. Therefore, there is an entry chance for the DRAM vendor ", you said.
Applying development cost, the die/di (the semiconductor itself) you design, cut the production line, with just PlayStation 3 you can expect the quantity which it pays sufficiently. That, it is the basis which enters into XDR DRAM. If "the equipment which loads several XDR DRAM comes out, annual several 10000000 units, per month the demand for 1,000 ten thousand XDR DRAM is born with just that. Dividing at 3 corporations, at a time 300 ten thousand. Then, it can keep doing sufficiently, "that a certain industry authorized personnel says.
And, at stage of the summer of last year, as for the number of XDR DRAM tips/chips which are loaded onto PlayStation 3 it was presumed that 4 is. 4 calls number, because the plural sources have suggested, is thought that it was secure.
As explained already, last year as for XDR DRAM 512Mbit (32Mx16) with, because it was the schedule which is started, the memory capacity of PlayStation 3 was the possibility that it becomes 256MB. In addition, as for XDR DRAM for the time being because x16 (configuration modification it is possible) is even to x4/x8, as for memory interface width it was seen that it becomes 16bit×4 = 64bit.
By the way, as for XDR DRAM for the time being the product where the plural speeds of 2.4Gtps - 4Gtps differ (derivation) is planned, but as for aiming for the high yield at stage 2005 3.2Gtps (as for tRAC 60ns) the product. Because of that, it is seen that this specification is adopted for also PlayStation 3. So when it does, the memory zone of PlayStation 3 was supposed that it becomes the memory zone of 3.2Gtps×64bit = approximately 25.6GB/sec.
- As for the memory zone of PlayStation 3 50GB/sec?
However, because the loading DRAM PlayStation 3 from 512Mbit to 256Mbit it becomes modification, as for this presumption it changed.
First, when we assume that SCEI for cost reduction modified to 256Mbit, it means that in order 4 with while is to designate the capacity of the tip/chip as half, the on-board memory quantity reduces by half the memory quantity to 128MB. 128MB when you thought, as the computing device of 2005 - 10 years is the rather harsh number, but as for SCEI originally as for the footprint of memory because there is a tendency which is reduced to very limit, it is not the story where this is not possible.
But while SCEI holding down the memory quantity, when we assume that it tried to expand memory zone story is different. In other words, while it is 256MB, the number of tips/chips increasing the memory quantity of PlayStation 3 to 8 from 4, there is also a possibility that much of designating memory zone as 2 times.
In that case, the memory interface of PlayStation 3 becomes 128bit width at total, to 3.2Gtps×128bit = approximately 51.2GB/sec redoubles memory zone. RADEON X800 of ATI Technologies XT Platinum Edition (R423/R420) memory with GDDR3 1,120Mtps zone 35.8GB/sec. When we assume, that PlayStation 3 is 51.2GB/sec, it means the memory zone which exceeds that much.
There are several bases in the possibility the number of latter memory chips increasing. First, DRAM itself from the 512Mbit center to the 256Mbit center became modification the point where the estimate quantity of the latent market which Toshiba shows with RDF in spite, has not been different from RDF of last year.
Estimate of the memory zone needs with Rambus
Toshiba with 512Mbit tip/chip conversion, showed the completely same figure. In other words, as for the tip/chip, as for the bit quantity itself of the latent market it does not change even with 256Mbit, (the memory quantity which is loaded onto the equipment does not change) with is the viewpoint which is said. In addition, with RDF Rich Warmke of Rambus (Marketing Director and Memory Interface Division), as for demand for memory zone when it is getting near to 50GB/sec, it was shown even in the presentation as a trend.
Like this, when it tries doing, the characterization of PlayStation 3 changes rather, according to the specification of PlayStation 3 changed to either one, but verification does not do yet. With says, XDR DRAM which is loaded onto PlayStation 3, from 512Mbit as for just having become modification is secure to 256Mbit.
In 2005 either capacity of 256Mbit or 512Mbit the appropriateness?, it is rather difficult problem. In other words if you say concerning main stream DRAM, because 2005 is the time when exactly it approaches to shift. Whether or not during 2005 from 256Mbit the bit cross to 512Mbit (the unit cost per bit crosses) comes in two capacity generations, doubt apparent it is done, but when you think of that also after 2006 sells, we would like to begin new memory from 512Mbit as a DRAM vendor. When it becomes from 2007 first, because because relatively bit unit cost becomes expensive, it becomes difficult to sell the 256Mbit item, to other than PlayStation 3.
- SCEI explaining the technical trend of the PlayStation 3 generation
In addition, with RDF Yutaka of the SONY computer entertainment 禎 Osamu (software platform development department department manager), did keynote speech concerning the vision of PlayStation.
Trend of evolution of game console
First, completeness and multiple core conversion of operational unit of SIMD/ vectoring type were listed as the technical trend of CPU concerning the game console itself. As known already, the Cell processor which PlayStation 3 loads, is seen that vectoring unit central multiple core architecture is taken. Is not new news, but as for Yutaka it is the appearance which confirms that.
In addition, the to high clock memory did not overtake CPU which is converted vis-a-vis CPU- memory, when the fact that メモリレイテンシ increases is problem explained. The same person only large increasing capacity of cash showed as a concrete レイテンシ measure, but multiple core architecture itself is an effect even in concealment in regard to the appearance of メモリレイテンシ. Because one core the stall while having done, can operate another core with the data waiting from memory.
Yutaka, with memory trend, said that large increasing capacity and band widening become important. The memory capacity of PlayStation 3 decreased even from this context with is difficult to think. By the way, also a certain Cell authorized personnel, said that zone of the bus/memory has become the bottleneck of the most importance, as the technical trend of CPU.
In addition, as for Yutaka concerning the trend of the future digital contents it explained. First as computing power of the game machine increases as a trend, when it expands also the zone of communication below, furthermore also the contents change by the fact that it reaches the point where both tropism is loaded usually in the game machine, the viewpoint was expressed. The fact that you list as example is multifarious utilization of the contents material then.
For example, with the contents like the movie, image itself being formed with computer, so far as for interactive characteristic it was not. As for being able to enjoy the user, finally rendering just the CG movie which is done. In other words, complying with the time base only degree of freedom it was it advances the movie and it rewinds.
But if with environment of user side, it reaches the point where formation environment of the material such as that can be kept every roundly, story changes. With reuse of the same material, the question っ callous which the user operates to interactive becomes possible. With the quality of CG of the movie, it is the case that also the game becomes possible.
Also this story, as the Hisashi of SONY /SCEI 夛 the wooden health person (SONY vice president/SONY computer entertainment president and CEO) talks so far well. It means that the vision is getting near to actuality finally.