Atomic Cache Unit
Never heard of it right?
Well its one of my favorite things on the PS3 and gets little love cos its one of those tiny features that make life so much nicer.
Atomic ops refer to the most important principle in multi threading. It say that a single processor must read/modify/write without another thread interrupting (hence atomic). Without atomicy, multiple core system are much harder (if not near impossible)
The ACU (s) are a part of each SPU that allow atomic updates to occur very quickly. It appears fairly simple each SPU had 512 bytes of cache (yes contrary to what you might have heard SPU do have a tiny bit of cache). 512 bytes is divided into 4 128 byte lines. The MFC (DMA) unit can bring a cache line in from memory and mark it reserved… if another processor writes to the same bit of memory the reservation is lost and you know to repeat the read/modify/write cycle to guarantee atomicy.
All good, but whats really clever its how its implemented. If another SPU asks for that bit of memory its get its from another SPUs cache, if its in there. So you effectively have a fast SHARED 512 bytes. When an SPU writes, the other SPU only have to read from the writing SPU cache rather than DMAing it back to main memory and DMAing it into LS. Cuts down alot of memory traffic. I even abuse it and just use it as a conventional cache and communication channel between SPU. You can push alot of data around with a fast 128 byte path.
And the nicest thing about it… It just works… All the cache snooping, routing etc. all just happens magically inside the chip. You say ATOMIC_GET and ATOMIC_SET and treat yourself to a 512 byte shared cache.
So for example for some of the army stuff, I need statistics to be kept (things like how many dead, ko’ed etc.)
These are 128 byte structure, that each SPU read/writes to as nessecary. When first you look at it, its seems to be really slow if not for the ACU. All those 128 bytes DMA, every time I need to add a number I’m doing 2 128 DMA (one read/one write) but due to the fact that its sitting inside SPU cache most of the time its ends up just being EIB ring traffic. And thats fast, really really fast.
I just have a shared counter statistics system that all works even tho I can be making 100’s of atomic updates per frame.
Nice one… Whoever at STI who added that bit of hardware deserves a beer from me
Monday, May 21st, 2007 @ 11:27 pm
May 22nd, 2007 at 7:13 am
my brain hurts from reading all that
May 22nd, 2007 at 8:57 am
Large atomic copies would be a welcome addition to x86, especially with dual & quad core becoming mainstream… would help cut down on the critical section, lock-free logic, and other inefficient/complex machinery, leaving them for situations where they are truly needed (rather than all over the place).
May 22nd, 2007 at 11:18 am
If your allowed to answer….what percent of power/potential would you say that Heavenly Sword uses of the SPU’s?
Insomniac stated they used less then 20% of their potential for Resistance.
May 22nd, 2007 at 3:52 pm
Thats a hard question… and largely depends on what section of the game your running. The armies sections use the SPU the most…
And tbh completely honest, haven’t checked
You only really have to know stats like this when your bottlenecked and we aren’t by the SPUs at all so…
May 22nd, 2007 at 4:41 pm
Thanks for the response Deano.
May 22nd, 2007 at 5:24 pm
Not to say I’m disappointed with what I’ve seen, I’m not, but every time you show off this game the enemy barely looks like they want to attack. I’m just going to assume it’s on easy because it’s simplier to showcase the game. So anyway, my question. Will Heavenly Sword be on the same level in difficulty to DMC/NG/GoW?
May 22nd, 2007 at 6:00 pm
Balancing a game like HS isn’t easy…
As a counter point I know of at least two bugs in the bug db that without a cheat its impossible to complete some sections
Theres a formation system that tell the enemies when to attack and what ‘grombo’ (group combo move) to do. That has simply been turned way down for the demo’s I suspect.
By the time it ships it should be the right level of difficulty.
May 22nd, 2007 at 6:10 pm
Okay one more question. You revealed a new character at Sony’s Gamers Day. Even though she was there for a short time I enjoyed her personality(her being legally insane). Will you soon release more info about her and will she be playable?
May 22nd, 2007 at 6:34 pm
Any loading screens? i dont expect to go from sun drench village to a snowy forrest seemlessly with no cut scene but, Will we play the whole level we’ve seen with no “now loading”?
May 22nd, 2007 at 9:33 pm
Your hear lots more about Kai soon enough I expect.
You should only see ‘loading’ at the beginning of a chapter, all the rest is async loaded in the background. Of course ironing out the stutters and load pauses is one of the things we are working on at the moment.
May 22nd, 2007 at 10:17 pm
So I look at Heavenly Sword (specifically Nariko) and it looks sort of Asia influences(I’m sorry I know it is a broad term to use considering how diverse all the nations there are), did you use any of those for philosophies of the story and Nariko’s fighting styles?
May 22nd, 2007 at 10:17 pm
Are you tired of the hoarding questions yet there Deano? Sorry if we are taking advantage of your offer where you said you would do your best to answer any and all questions
However we do greatly appreciate you being down to earth with us gamers.
Whats it like working with Andy Serkis?
and one more question that you probably can’t answer.
We all know the heroine is set out to die..Im sure with many twists along the way…but with the death being said…does that rule out any chance of a sequal?
May 22nd, 2007 at 11:10 pm
Hey mate,
I can’t wait till HS gets released.
In the meantime, can you tell us about the AI ?
During the Sony Gamers Day, many of those who tested the game reported that the AI was not offensive enough.
What’s your opinion about that, and are you working to improve the AI ?
Cheers.
May 22nd, 2007 at 11:20 pm
Oops, it seems i was too hasty writing the previous message. It was already answered by Deano.
So i’ll just ask another :
during the demo, some animations were abrupty cut when switching directions during attacks, or when attacking then going in a certain direction. Will there be more transition animations created, to avoid these awkward animation instances ?
Cheers.
:p
May 23rd, 2007 at 3:00 am
I was just wandering will the game run at 60fps in 720p and 1080p?
May 23rd, 2007 at 3:09 am
Btw at Sony’s Gamer’s day just recently some feedback came in that the game wasn’t running as smooth as it could be. Where I am going with this is if the game is not ready then please by all means delay release(although it doesn’t have a release date) until all bugs have been fixed. I am sure other gamer’s would agree with me.
May 23rd, 2007 at 4:03 pm
720p 4xAA at 30fps is our stated aim
Release date is set by Sony… Its fairly soon and are working our butts off to make it as good as we can by that date. Hopefully various bugs and things like abrupt transitions and FPS will be smoothed out by then.
May 24th, 2007 at 1:39 am
You’re doing a great job Deano at all these responses! Your Blog seems to have come into a little bit of fame…like Jaffe’s was in the past
So just a little question:
1. When working on a demo for events such as E3 or SGD do you have a team which splits off to finalise it and bug check it, in order to make it presentable? Or does making the demo slow down your development of the actual game.
It must be a balancing act I’m sure…
Cheers DC
May 24th, 2007 at 10:11 am
Its a bit of both… Depends on the demo and other things. For example for E3 2005 and 2006 the main team did the work and essentially worked 100% on polishing and making it fit for viewing by the public.
However if you take the PSN demo we are currently doing, then we have a separate team (borrowed from Sony Cambridge) who are doing the work to make it a stand alone demo while the NT team are working on Beta. There’s still work for the main team fixing bugs and balancing but its much less than full time.
May 24th, 2007 at 5:36 pm
Nice to see some updates on Heavenly Sword, and also regarding your work with Cell. You mentioned loading in a previous comment, was wondering what kind of time frames are we looking at loading between chapters, approx. how many chapters you’re looking at for final release, and what load times we’re talking or if we’ll be able to cache a portion of the load data to the hard drive to eliminate/speed up load times. Or if nothing else, wondering if you’ll be disguising the load times by having something else going on with story somehow being fed to you via dialogue or whatnot. Load times are something that got to me a lot in Knights of the Old Republic on Xbox, pretty much made me give up on the game despite it being quite good.
May 24th, 2007 at 6:22 pm
Hi Deano, first time reader yet loving it so far. You stated that the game will have minimal loading while streaming most of the content. Most games that I’ve played that use this feature tend to have more pop ups (be it structures or textures) when streaming content. Is this something of a concern when using this feature for HS? Does drive speed have anything to do with this?
May 24th, 2007 at 7:54 pm
Thanks for the insight into the Cell. There are very little technical articles/write-ups on ways that the Cell is utilised. I hope that you’ll continue writing about game development for the public to admire, if it is not too much trouble…
May 24th, 2007 at 10:22 pm
Essentially our basic load structure, is that at the beginning of each chapter we have a introductory cut scene, while thats happening we are also caching data from blu-ray to hard disk. This way when we actually are streaming while you play we can use both sources at the same time.
Hopefully it will be all well hidden from you as a player except for some space on your hard disk that we are using as a cache to improve the game experience.
May 24th, 2007 at 11:36 pm
Hello again. During the game demo…there were moments where there were “cut scenes”…ie. the rope running part and when the pillar falls to the ground. However, after each of these the gameplay sort of cut in quickly and jerkily.
I know its early stages, but I was wondering how that can be dealt with. What changes would/are you to make to make it more seemless. And on a technical level what would happen.
(ps. not so much a criticism, but an interest of how to make a seemless transition from gameplay to cutscene)
Paddy
May 25th, 2007 at 1:30 pm
Hi Deano,
concerning your answer that the bottleneck is not within the SPUs, can you tell us where it is? Have you run in problems with PPU resources, RSX rendering, memory size or bandwidth, etc?
Thanks, your blog is a really nice and informative.
Bob
May 26th, 2007 at 9:50 am
Were currently adding the transitions between cutscene and ninja sequences (our name for interactive cutscenes) and the main game. The camera should smoothly switch between them when we’ve finished.
Current bottleneck depends on which scene of the game your playing. This is to be expected as this part of development. You always have to look at each part of the game and optimise that bit.
Until very recently we were quite tight on memory, but some nice optimisations have pretty much cured that one
May 26th, 2007 at 10:19 pm
Hi Deano,
Thanks for taking the time to respond to all of these questions. My question pertains more towards the development environment. You mentioned you use Visual Studio with SN Systems plugins. What is your opinion of Eclipse and is there anyone in the development community using Eclipse as an IDE instead of VS?
May 26th, 2007 at 10:49 pm
Hi Deano,
You know the ninja sequences where the main character is running on a large rope is this realtime graphics running on the PS3s hardware or a cutscene?
May 27th, 2007 at 10:36 pm
The very short answer to #28.
All ninja sequences are real-time and interactive.
May 28th, 2007 at 9:46 am
Deano,
I know this is a bit unrelated to HS but it is related to #28’s question. The E3 2005 Killzone trailer. Was it running real-time on the PS3? I mean, it wasn’t gameplay for sure, but it was running on the PS3, right?
May 28th, 2007 at 11:52 am
I’m sorry would be wrong for me too comment on Killzone or any other SCEE title. We all share info etc. so I have ‘privileged’ info on how they do things etc.
And as such would be very unprofessional to comment, in the same way they wouldn’t about HS.
May 28th, 2007 at 11:52 am
As Dave replied, ninja sequences are in-game rendered.
May 28th, 2007 at 6:34 pm
I don’t know whether this has already been announced or stated on this blog, but what weapons will you be able to use in HS?
May 29th, 2007 at 10:35 am
One thing I hear devs complain about is the PS3’s lack of RAM. IS that really an issue or is it a non issue for the Cell?
May 29th, 2007 at 9:41 pm
#34 You do realize that the PS3 has 512MB of RAM and that the RSX can use non VRAM if required.
May 30th, 2007 at 5:12 am
I Understood that, I think; it’s like when SPU writes, the other SPU only have to read from the writing SPU cache… that’s like if the SPU’s are guys and the cache is paper… the one SPU is reading over the shoulder of the other SPU that is writing on it’s cache (paper) instead of reading from the rather than Putting it into the newspaper, then putting it into the, let’s say Comics section (sadly, the only section I read consistently). If I boned it up, well, that’s because I’ve never heard of this before!
May 31st, 2007 at 4:15 pm
Wow, that was informative, more developers should speak with people like this. I am impressed.
May 31st, 2007 at 4:55 pm
”SPU had 512 bytes of cache (yes contrary to what you might have heard SPU do have a tiny bit of cache)”
On some web i read that it has 128KB , damn haters.
The first time i read about CELL i think ,’yap, thats innovating’
cheers man!keep making that awesome game.
June 5th, 2007 at 3:35 pm
Thanks for the update about how the caching will work. That sounds perfect to me, don’t mind loading as long as I’m not sitting there with a loading screen for 30 seconds-minute. And by all means, use the harddrive, that’s one huge advantage the PS3 has in every unit.
July 9th, 2007 at 11:58 pm
[...] note in recent times is Dean C talking about the Atomic Cache facility of the SPEs both on his blog and on the forums. Though here I’m going to talk about something both Dean C and Marco have [...]
October 22nd, 2007 at 12:14 pm
Well well, you wouldn’t have some example code that shows how this would work?
The IBM SDK2.x documentation on SPU synchronization (Cell BE Handbook BE_Handbook_v1.0_10May2006.pdf, section 20) has some examples but they don’t quite work on the Playstation3 (slow and apparently not atomic). So I was wondring if someone has working example code…?
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