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Article #63

PEX data reformatting issue (was: Future development of PEX/PHIGS)

#63
From: Jim battle
Date: Sun, 30 Aug 1992 11:30
99 lines
5727 bytes
Concerning the OpenGL vs PEX data reformatting issue, I'd like to reply
to some of Allen Akin's responses to an earlier posting I'd done, which
was in response to a posting of his ...

I (jimb@shograf.com) said:
|                                                       If you spend
| 2us per vertex (to make up a juicy number) calculating forces, spending
| another 25ns to perform an extra write to memory to build the data
| structure that PEX wants and another 25ns to read the data item,
| is insignificant (4%).
...
| Looking at the wide variety of prices, performances, and
| price/performances on the market, I don't think that this issue
| will affect things enough to make or break anyone.

Allen Akin (akin@sgi.com) said:
| Your question implies that you want to move to a more realistic level
| of detail for the tetrahedral mesh example.  To do so, I'd want to know
| a few more pieces of information.  25ns for a write all the way through
| to main memory seems low to me; are you assuming RAMBUS or synchronous
| DRAM technology?  What are their access cycles like for random and
| sequential addresses?  How about overhead cycles to acquire and release
| the main memory bus, and to fill the other words in a cache line?
...
(sample program to test real system bus copy bandwidth)
...
| When I run this on my R3000 Indigo, it reports "14.0M B/s".

I took your program and modified it to get rid of the timer stuff, since
as a terminal we don't have UNIX-style timer commands.  I also had to
increase the NITERATIONS constant to 500 get a better timing.  Anyway,
our machine (i860 based) measured a copy bandwidth of 52.6 MB/s (gross
bandwidth of > 100MB/s).  Theoretically, the i860XR's bus bandwidth is
160MB/s at 40MHz.  We have no external cache, only the internal 8K data
and 4K instruction caches.

I realize that what you are talking about is a client problem, and as
a terminal maker we can't do anything to address that, but I'm sure
that if we lost our minds and put out a major software effort we could
just as well be a UNIX box (or you could strip the disk drive and all the
UNIX out of an Indigo), so I'll put forth my comment anyway.

I feel that the 3.75x system bus bandwidth difference between a
ShoGraphics PEXStation and an SGI Indigo would make a bigger difference
in system performance than having a funky user-accessible DMA capability.
I agree with you that for some cases the OpenGL approach is a significant
win for a specific machine, but I remain unconvinced that it matters that
much in general.


As to your specific comments and questions:

| 25ns for a write all the way through to main memory seems low to me

In our case, the 105MB/s rate would imply that we it takes about 40ns
to write a long (32-bit) value.  This is true if all you are doing is
writing longs out to memory.  If you are actually doing some calculation
to produce your vertex information, the processor can post the write in
25ns and get on with life.  (If conditions are right, a single instruction
can push 16 bytes out to the memory interface in 25ns concurrent with
another internal instruction.) With luck, the write has been processed
by the time the next vertex is ready to be written out.  Likewise, reads
on an i860 bus are pipelined and more than one request can be outstanding.

| are you assuming RAMBUS or synchronous DRAM technology?

No, we just use the 64-bit i860 interface to ordinary DRAM.

Note that Intel makes a 50MHz i860XP processor; not only is the basic
bus cycle time faster by 25%, but it supports a burst-mode interface,
allowing 8-byte transfers to occur on every clock cycle (instead of
every other cycle on the i860XR).  The theoretical bus bandwidth of a
50MHz i860XP is 400MB/s.


Allen Akin (akin@sgi.com) said in the same article:
| Even after we settle on these details, it may still turn out that, for
| the given example on a given machine, data reformatting is a small
| percentage of total cycles.  That's true for some cases, and past
| experience indicates that it has been false in others.  (See comments
| above.)  Since this uncertainty exists, why not choose a 3D graphics
| interface that allows you to reduce bus bandwidth requirements in the
| cases where that results in performance or price improvement?

I guess political reasons.  As you know, when DEC started the process of
creating PEX, there was no such thing as OpenGL.  If OpenGL had actually
existed a year ago I'd bet that we'd be shipping OpenGL terminals today.
But that didn't happen until DEC/E&S/IBM/Sun/HP/Convex and a handful
of other companies decided to make PEX the open graphics standard.  I
don't think it was a coincidence that SGI announced OpenGL when it did.

Another reason is sample implementation PEX server source code requires
only ftp accesses.  To get (admittedly much more complete, yet still
probably not commercially viable) OpenGL server source code you need
to license it from SGI for $100K.


Thanks for your response; sorry if I've mangled the content of your
arguments by excerpting it this way.
Technical Details
Message-ID: <1992Aug30.113052.9729@shograf.com>
Path: arc1-ca.pugleaf.net!sparky!uunet!nntp1.radiomail.net!fernwood!shograf!jimb
References: <5818@m1.cs.man.ac.uk> <or5vc3k@fido.asd.sgi.com> <1992Aug24.190727.19006@shograf.com> <p1f880s@fido.asd.sgi.com>

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Newsgroups: comp.windows.x.pex,comp.graphics,comp.sys.sgi
Path: arc1-ca.pugleaf.net!sparky!uunet!nntp1.radiomail.net!fernwood!shograf!jimb
From: jimb@shograf.com (Jim battle)
Subject: PEX data reformatting issue (was: Future development of PEX/PHIGS)
Reply-To: jimb@shograf.UUCP (Jim battle)
Organization: SHOgraphics
Date: Sun, 30 Aug 1992 11:30:52 GMT
Message-ID: <1992Aug30.113052.9729@shograf.com>
Keywords: PEX, OpenGL
References: <5818@m1.cs.man.ac.uk> <or5vc3k@fido.asd.sgi.com> <1992Aug24.190727.19006@shograf.com> <p1f880s@fido.asd.sgi.com>
Sender: Jim Battle
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