this post was submitted on 05 Aug 2023
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No Stupid Questions

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[–] mindbleach@lemmy.world 0 points 1 year ago (1 children)

The PS3 had a 128-bit CPU. Sort of. "Altivec" vector processing could split each 128-bit word into several values and operate on them simultaneously. So for example if you wanted to do 3D transformations using 32-bit numbers, you could do four of them at once, as easily as one. It doesn't make doing one any faster.

Vector processing is present in nearly every modern CPU, though. Intel's had it since the late 90s with MMX and SSE. Those just had to load registers 32 bits at a time before performing each same-instrunction-multiple-data operation.

The benefit of increasing bit depth is that you can move that data in parallel.

The downside of increasing bit depth is that you have to move that data in parallel.

To move a 32-bit number between places in a single clock cycle, you need 32 wires between two places. And you need them between any two places that will directly move a number. Routing all those wires takes up precious space inside a microchip. Indirect movement can simplify that diagram, but then each step requires a separate clock cycle. Which is fine - this is a tradeoff every CPU has made for thirty-plus years, as "pipelining." Instead of doing a whole operation all-at-once, or holding back the program while each instruction is being cranked out over several cycles, instructions get broken down into stages according to which internal components they need. The processor becomes a chain of steps: decode instruction, fetch data, do math, write result. CPUs can often "retire" one instruction per cycle, even if instructions take many cycles from beginning to end.

To move a 128-bit number between places in a single clock cycle, you need an obscene amount of space. Each lane is four times as wide and still has to go between all the same places. This is why 1990s consoles and graphics cards might advertise 256-bit interconnects between specific components, even for mundane 32-bit machines. They were speeding up one particular spot where a whole bunch of data went a very short distance between a few specific places.

Modern video cards no doubt have similar shortcuts, but that's no longer the primary way the perform ridiculous quantities of work. Mostly they wait.

CPUs are linear. CPU design has sunk eleventeen hojillion dollars into getting instructions into and out of the processor, as soon as possible. They'll pre-emptively read from slow memory into layers of progressively faster memory deeper inside the microchip. Having to fetch some random address means delaying things for agonizing microseconds with nothing to do. That focus on straight-line speed was synonymous with performance, long after clock rates hit the gigahertz barrier. There's this Computer Science 101 concept called Amdahl's Law that was taught wrong as a result of this - people insisted 'more processors won't work faster,' when what it said was, 'more processors do more work.'

Video cards wait better. They have wide lanes where they can afford to, especially in one fat pipe to the processor, but to my knowledge they're fairly conservative on the inside. They don't have hideously-complex processors with layers of exotic cache memory. If they need something that'll take an entire millionth of a second to go fetch, they'll start that, and then do something else. When another task stalls, they'll get back to the other one, and hey look the fetch completed. 3D rendering is fast because it barely matters what order things happen in. Each pixel tends to be independent, at least within groups of a couple hundred to a couple million, for any part of a scene. So instead of one ultra-wide high-speed data-shredder, ready to handle one continuous thread of whatever the hell a program needs next, there's a bunch of mundane grinders being fed by hoppers full of largely-similar tasks. It'll all get done eventually. Adding more hardware won't do any single thing faster, but it'll distribute the workload.

Video cards have recently been pushing the ability to go back to 16-bit operations. It lets them do more things per second. Parallelism has finally won, and increased bit depth is mostly an obstacle to that.

So what 128-bit computing would look like is probably one core on a many-core chip. Like how Intel does mobile designs, with one fat full-featured dual-thread linear shredder, and a whole bunch of dinky little power-efficient task-grinders. Or... like a Sony console with a boring PowerPC chip glued to some wild multi-phase vector processor. A CPU that they advertised as a private supercomputer. A machine I wrote code for during a college course on machine vision. And it also plays Uncharted.

The PS3 was originally intended to ship without a GPU. That's part of its infamous launch price. They wanted a software-rendering beast, built on the Altivec unit's impressive-sounding parallelism. This would have been a great idea back when TVs were all 480p and games came out on one platform. As HDTVs and middleware engines took off... it probably would have killed the PlayStation brand. But in context, it was a goofy path toward exactly what we're doing now - with video cards you can program to work however you like. They're just parallel devices pretending to act linear, rather than they other way around.

[–] lte678@feddit.de 0 points 1 year ago* (last edited 1 year ago) (1 children)

I am unsure about the historical reasons for moving from 32-bit to 64-bit, but wouldnt the address space be a significantly larger factor? Like you said, CPUs have had vectoring instructions for a long time, and we wouldn't move to 128-bit architectures just to be able to compute with numbers of those size. Memory bandwidth is, also as you say, limited by the bus widths and not the processor architecture. IMO, the most important reason that we transitioned to 64-bit is primarily for the larger address address space without having to use stupidly complex memory mapping schemes. There are also some types of numbers like timestamps and counters that profit from 64-bit, but even here I am not sure if the conplex architecture would yield a net slowdown or speedup.

To answer the original question: 128 bits would have no helpful benefit for the address space (already massive) and probably just slow everyday calculations down.

[–] mindbleach@lemmy.world 0 points 1 year ago (1 children)

8-bit machines didn't stop dead at 256 bytes of memory. Address length and bus width are completely independent. 1970s machines were often built with bit-slice memory, with however many bits of addressing, and one-bit output. If you wanted 8-bit memory then you'd wire eight chips in parallel - with the same address lines. Each chip would deliver a different part of the same logical byte.

64-bit math doesn't need 64-bit hardware, either. Turing completeness says any computer can run the same code - memory and time allowing. As an object example, Javascript exclusively used 64-bit double floats, even when it was defined in the late 1990s, and ran exclusively on 32-bit machines.

[–] lte678@feddit.de 0 points 1 year ago (1 children)

Clearly you can address more bytes than your data bus width. But then why all the "hacks" on 32-bit architectures? Like the 36-bit address bus via memory mapping on SPARCv8 instead of using paired index registers ( or ARMv7 width LPAE). From a perfomance perspective using an address width that is not the native register width/ internal data bus width is an issue. For a significant subset of operations multiple instructions are required instead of one.

Also is your comment about turing completeness to be taken seriously? We are talking about performance and practicality. Go ahead and crunch on some 64-bit floats using purely 8-bit arithmetic operations (or even using vector registers). Of course you can, but the point is that a suitable word size is more effective for certain computational tasks. For operations that are done frequently, they should ideally be done at native data-bus width. Vectored operations will also cost performance.

[–] mindbleach@lemmy.world 0 points 1 year ago (1 children)

If timestamps and counters represent a bottleneck, you have problems larger than bit depth.

[–] lte678@feddit.de 0 points 1 year ago

Indeed, because those two things were only exemplary, meaning they would be indicative of your system having a bottleneck in almost all types workloads. Supported by the generally higher perforance in 64-bit mode.

[–] poopsmith@lemmy.world 0 points 1 year ago (1 children)

It wouldn't be much different. Was it noticeably different when you went from a 32 bit to 64 bit computer?

[–] vis4valentine@lemmy.ml 0 points 1 year ago (1 children)

For me it was, actually. Maybe because I was late to the party so people stopped developing shit for 32 bits, and when I did the transition was like "Finally, I can install shit" also my computer was newer and the OS worked better.

[–] red@feddit.de 0 points 1 year ago

So your PC was old (thus the new one faster) and its HW no longer supported by some software developers (because it was outdated and not enough users were on it anymore). The same can hold true if you have a 5 year old PC now. You didn't notice this due to going 64bit, you noticed it due to going away from a heavily outdated system.

[–] vrighter@discuss.tchncs.de 0 points 1 year ago (1 children)

exactly the same as 64 bit computing, except pointers now take up twice as much ram, and therefore you need mire baseline momory throuput/ more cache, for pretty much no practical benefit. Because we aren't close to fully using up a 64-bit address space .

[–] botengang@feddit.de 0 points 1 year ago

Our modern 64 bit processors do use 128 bits for certain vector operations though, don't they? So there is another aspect apart from address space.