Understanding the Cell Microprocessor
by Anand Lal Shimpi on March 17, 2005 12:05 AM EST- Posted in
- CPUs
Usage Patterns
Before getting into the architecture of Cell, let’s talk a bit about the types of workloads for which Cell and other microprocessors are currently being built.In the past, office application performance was a driving factor behind microprocessor development. Before multitasking and before email, there was single application performance and for the most part, we were talking about office applications, word processors, spreadsheets, etc. Thus, most microprocessors were designed toward incredible single application, single task performance.
As microprocessors became more powerful, the software followed - multitasking environments were born. The vast majority of computer users, however, were still focused on single application usage, so microprocessor development continued to focus on single-threaded performance (single application, single task performance).
Over the years, the single-threaded performance demands grew. Microsoft Word was no longer the defining application, but things like games, media processing and dynamic content creation became the applications that ate up the most CPU cycles. This is where we are today with workloads being a mix of office, 3D games, 3D content creation and media encoding/decoding/transcoding that consume our CPU cycles. But in order to understand the creation of a new architecture like Cell, you have to understand where these workloads are headed. Just as the types of applications demanding performance today are much different than those run 10 years ago, the same will apply to applications in the next decade. And given that a new microprocessor architecture takes about 5 years to develop, it is feasible to introduce a new architecture geared towards these new usage models now.
Intel spoke a lot about future usage models at their most recent IDF, things like real time voice recognition (and even translation), unstructured search (e.g. Google image search), even better physics and AI models in games, more feature-rich user interfaces (e.g. hand gesture recognition), etc. These are the usage models of the future, and as such, they have a different set of demands on microprocessors and their associated architectures.
The type of performance required to enable these types of usage models is significantly higher than what we have available to us today. Conventionally, performance increases from one microprocessor generation to the next by optimizing single thread performance. There are a number of ways of improving single thread performance, either by driving up the clock speed or by increasing the instructions executed per clock (IPC). Taking it one step further, the more parallelism you can extract from a single thread, the better your performance will be - this type of parallelism is known as instruction level parallelism (ILP) as it involves executing as many instructions out of a thread at the same time.
The problem with improving performance through increasing ILP is that from one generation to the next, you’re only talking about a 10% - 20% increase in performance. Yet, the usage models that we’re talking about for the future require significantly more than the type of gains that we’ve been getting in the past. With power limitations preventing clock speeds from scaling too high, it’s clear that there needs to be another way of improving performance.
The major players in the microprocessor industry have all pretty much agreed that the only way to get the type of performance gains that are necessary is by moving towards multi-core architectures. Through a combination of multithreaded applications and multi-core processors, you can get the types of performance increases that should allow for these types of applications to be developed. Instead of focusing on extracting ILP to improve performance, these multi-core processors extract parallelism on a thread level to improve performance (thread level parallelism - TLP).
It’s not as straightforward as that, however. There are a handful of decisions that need to be made. How powerful do you make each core in your multi-core microprocessor? Do you have a small array of powerful processors or a larger array of simpler processors? How do they communicate with one another? How do you deal with feeding a multi-core processor with enough memory bandwidth?
The Cell implementation is just one solution to the problem...
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WishIKnewComputers - Thursday, March 17, 2005 - link
Well, I dont really see the Cell 'breaking' in any way. Between being in the PS3, IBM servers/supercomputers, and Sony and Toshiba electronics, the chip will be all over the place.As for it showing up in PCs... no it wont happen anytime soon, but I really dont think it's intended to at this point. Workstation and playstations are its main concern, and smartly so. The Cell in its first generation isnt cut out for superior general tasking, obviously, but when those things start pumping out (and they will... the PS2 has sold what, 80 million units?), there will likely be different and more advanced versions. And if some of those are changed for enhanced general purposing somehow or another, then they could have shot at entering the PC world. As for taking on Intel, though... I dont think IBM is even considering that. If I had to guess, if they wanted to be in a PC, they would have OS X adapted to Cell and IBM would have these things in Apples.
But no matter which way they go, is it me or does IBM seem light-years ahead of Intel? After looking at Intel's future plans, it seems that they are trying to move towards what IBM is doing now. So is the Cell a processor just ahead of its time, or has Intel just gotten behind?
AnnihilatorX - Thursday, March 17, 2005 - link
This article is seriously a kill for a child like me. I appreciate it though. Well done Anandtechravedave - Thursday, March 17, 2005 - link
I can't wait to see what devlopers thing of the cell & the SDK's for it. I have a feeling thats what will kill the cell or make it successfull.microbrew - Thursday, March 17, 2005 - link
"System on a Chip (SoC)"What will make or break the Cell is the tools available, especially the operating system and libraries.
I would like to see what they're doing in terms of marketing the chip to consumer electronics, telecom, military and other embedded applications. I could see the Cell as a viable alternative to the usual mixures of PowerPcs, ARMs and DSPs.
I also agree with Final Words; I don't see the Cell breaking into the consumer PC market any time soon either.
Locut0s - Thursday, March 17, 2005 - link
#17 Yeah that was a bit too harsh I agree.Eug - Thursday, March 17, 2005 - link
I'm just wondering how well a dual-core PPE-based 4+ GHz chip would do in general purpose (desktop) code.And I also wonder how cool/hot such a chip would be. The Xbox 2's CPU is probably a 3-core PPE, but it runs at 3 GHz, and we don't have power specs for it anyway.
Filibuster - Thursday, March 17, 2005 - link
#11 (well, everyone should if they haven't before) read the Arstechnica article on PS2 vs PC - static applications vs dynamic media. Cell is taking it to the next level.http://arstechnica.com/articles/paedia/cpu/ps2vspc...
Very nice article Anand!
Googer - Thursday, March 17, 2005 - link
Besides a release date, is there any news or knowledge of a Linux Kit for Playstation 3 like there was for PS2? Does anyone KNOW OF Either?Illissius - Thursday, March 17, 2005 - link
Damn. Awesome article. If I hadn't known the site and author beforehand, I would've guessed Ars and Hannibal. Seems he isn't the only one with a talent for these kinds of articles ;)You should do more of them.
scrotemaninov - Thursday, March 17, 2005 - link
#22: This is just a guess so don't rely on this. The POWER5 has 2way SMT. Each cycle it fetches 8 instructions from the L1I cache. All instructions fetched per cycle are for the same thread so it alternates (round robin). It also has capabilities for setting the thread priority so that you effectively run with 1 thread and it just fetches 8 instructions per cycle for the one running thread.I would expect the PPE to be similar to this, fetching 2 instructions for the same thread each cycle. The POWER5 has load balancing stuff in there too - if one thread keeps missing in L2 then the other thread gets more instructions decoded in order to keep the CPU functional unit utilisation up. I've no idea whether this kind of stuff has made it over into the PPE, I'd be a little surprised if it has, especially seeing as this is in-order anyway so it's not like you're going to be aiming for high utilisations rates.